The following is for a potential job interview: Start to finish was about 5 hours, including post processing. This isn't my main project so just wanted to spit something out quick. All vegetation is 3rd party, and the cobble is 3rd party. I made the rest in substance designer. Windows are a cop out because I didn't want to…
I want to make wind animation for vegetation using Vertex Colours for game engines. I've seen some great documentation on how to do it in UE4 with Max (pivot painter).But I want to do this with Blender, and also export to Unity. For Unity there's an asset called "Pivot Brush" with which you can vertex paint on meshes…
I was wondering if anyone has insight in to how the team at Psyonix made the grass for Rocket League? It looks like some kind of shader that is generating the geometry of the grass rather than a simple grass mesh/actor that's been painted with the vegetation tool in Unreal. In the above two samples you can see how its…
And my first Title Shipped today! MX vs. ATV Untamed for the playstation 2 and Wii. I'm really excited about it, I plan on picking it up and bragging heavily to all my friends. (they wouldn't give me a free copy ) It was an awesome first gig, they ended up letting me paint two of the tracks and place objects/vegetation on…
Hey there everyone. Here is something I'm cooking up at the moment. It is going to be a stylized diffuse only 3-D environment with a pumpkin house being the focal point. It will feature vegetation as being the main theme. At the moment I have just a few high polys and lows, but will be cranking out more for it soon enough.…
Hello, poly count ^_^ ! I'm a college student just started to take classes for game art. Besides a little bit of personal study game art is still new to me and I'm still have allot to learn ^_^ ! Anyways, for this semester I've taken an environment class and our first assignment is a door with both diffuse and normal maps,…
This is some environment work I did on the Black Forest map for Blizzard Entertainment's Overwatch. I was responsible for creating the map from the block out stage to the final product. More images can be found on my artstation. Other then the props and vegetation I worked on most parts of the map in these screenshots. A…
Getting back into fixing up my game engine. I need to release a game at some point in my indie career. The last week I've been updating my terrain tools and messing with all my shaders and terrain texturing algorithms. Right now the focus over this weekend is adding more plants and optimizing some drawing algorithms. I'd…
Next update is finally done! My goodness it takes a long time to setup and animate so many objects :) . And a very large amount of code :) . At least the basic room for teleporting is done though, and it should make it easier to go around the level and see things as I’m working on them. There are also new game builds to…
Dragon Piece WIP I am currently in the process of refining this piece I made during the Zbrush 2020 Beta Testing: The first thing I'm adding are the dragon's babies (this was part of the original scope, but I had to delay it due to the original deadline). The babies will improve the storytelling factor of the piece! Baby…