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General / 25 November 2024

Black Friday Sale - 20% Off everything

Stylized Chunky Shape alphas - Vol. 2 now available!

News / 21 October 2024

Just posted my latest alpha pack to my artstation and gumroad stores! Hope you like it!
https://artstn.co/m/VRLWy

I tried to be a little more purposeful with this, and focus on more sharp/abstract shapes. Personally I'm pretty happy with the result, and I hope they might serve some of you well!

Thank you for taking a look!


I can finally talk about this!

General / 02 October 2020

Im really stoked to finally be able to share this! We've been hard at work on Crash Bandicoot 4 for quite some time now. This was by far the coolest project I ever got to contribute to, and hardly just cause of the nostalgia I have for this franchise. A massive shoutout to Airborn Studios  and Toys for Bob for the awesome opportunity. Extra thanks to all the Environment peeps involved, you know who you are :) Hopefully the art dump will follow soon.



  

More mini updates - Beach Item Shop

General / 04 July 2018

Got some of the new foliage into the scene, messed with Shaders here and there, and did some more pre-vis blockouts. Really wish I had more time to spend on this but Studio crunch has been making that difficult as of late. Moving into sculpting the blockouts next.



Shrubs and Leaves

General / 18 June 2018

Did a bit of foliage creation for my beach Environment this sunday. Still a lot more to make, but I'm having a lot of fun with these :)


New Palm Leaves and ground plants with minimal handpainting:


ZBrush sculpts:


Assembly in Maya:


Awesome UE4 plugin I will be using to cover the scene in lots more foliage.



Another small update

General / 05 June 2018

Hadn't had the chance to work on this a lot lately, but this is the progress so far. A bit more set dressing and some minor lighting tweaks.

Looooong road ahead on this one.


Quick weekend update

General / 21 May 2018

Just did some more blocking out with flat color temp meshes to get a better feel for the scene layout. I'm liking where the composition is heading so far.


New Project! Beach Item Shop Environment - UE4

Work In Progress / 20 May 2018

I've been working heavily on the Walking Dead season 4 lately, so to escape the doom and gloom of a post-apocalyptic world I wanted to create something serene and pleasant. So I've decided to rework an old scene from 2013, completely replacing all assets in the process. The idea for the environment is an Item Shop located on a deserted Island. I'm definitely not going to pretend that this scene isn't inspired by Wind Waker, Rime, Chrono Cross etc.

This is the current state of it. So far I've mainly been doing foliage, lighting, terrain and Water tests in order to get the style feeling right. The composition is also much of a WIP, as Im still exploring the possibilities. I'm using UE4 of course ;)

(The Hut and the Palm trees are still old assets)

Water:

The Water shader is actually the same one used in the game "Rime". as Tequila Works was kind of enough to release it to the Public. It took some tweaking in the material instance to get it to look right for me scene, but its overall very user friendly. You can find it here:

https://80.lv/articles/rime-breaking-down-the-stylized-water/


("Rime" by Tequila Works)


Water ripples:

The water ripples are also inspired by "RIme", you can find a tutorial on how to create them on Simon Trümpler's VFX blog:

https://simonschreibt.de/gat/stylized-vfx-in-rime/


Foliage:

I wanted very stylized grass that almost reads as one single mass, where you can barely see the transition from ground to grass. Luckily I came across  Jess Hider's amazing "stylized wind blown grass" tutorial which you can find on her website here:

https://jesshiderue4.wordpress.com/materials/stylized-wind-blown-grass/

(scene by Jess Hider)

Terrain:

The terrain uses a pretty straightforward vertex blending material. It uses heightmap based tesselation for real time displacement mapping, as well as heightmap-Lerps for a better transition between the grass and Sand:



While the grass is merely a flat color in order to better match the grass cards, the sand was created in substance designer:

full post: https://www.artstation.com/artwork/Ad9NW

I used the curve node to create the large dune shapes, the cube3d node for the pebbles. The sand sparkles are based on Daniel Thiger's incredible desert bedrock tutorial which you can find here:

https://www.artstation.com/artwork/rm93O


Lighting:

I've decided to go with fully dynamic lighting using mesh distance field (the fortnite method)  Even you though you can't use lightmass with this method, I do find it much better suited for stylized environments. Instead of using pre-calculated bounce lighting, you have to place bounce light yourself, which gives you a lot more control over your scene as you basically "paint" the scene with lights

Here's a little tutorial on how to set up mesh distance field lighting:




Next steps:

-sculpting out the modular parts for the hut and foliage

-create some some sun-shade cloth drapes in Marvelous Designer

-many filler assets: rocks, plants, planks, sea shells, bottles, pots, barrels, crates

-figure out a story to give the environment some personality


Thank you for having a look! I would be more than happy to hear feedback and suggestions :)

Cheers.