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Quick concept

General / 08 December 2021
Trying to get back to doing more environments for my 2d work, keeping it simple and quick so I can focus on the storytelling, will try to do more like this more often and maybe eventually one will turn into my next 3d environment.


Night city

General / 04 December 2021

Idea I had the other day for a possible next 3d environment.....




Octopus Restaurant - Blockout

General / 10 September 2021

New personal project inspired by the amazing concept art by Nara  https://www.artstation.com/artwork/5XOlPz

For this project my objectives are 

  1. Practice sculpting stylized details
  2. Practice stylized textures in substance designer
  3. Reuse modular elements for the buildings
  4. Have fun 😊


The Shipyard - Update - Ice Ice Baby

Work In Progress / 02 September 2021

After much trial and error I figured out how to add some tessellated ice to the bottom of my master material with some vertex paint control ( still need to clean it up a bit in some parts of the scene) and updated the blockout icebergs with some slightly more detailed geometry.

Let me know what you think, ice or no ice? 😊


The Shipyard - Update - Unwrap and decals

Work In Progress / 28 August 2021

Time for another update, this week I unwrapped everything and setup some basic materials. Also started adding some normal detail with decals to test a new workflow with blender/decal machine, and now that I've figured out the process it should be really easy and fast to add details everywhere :) . 

No deadline for this one and since its based on my own concept I'm taking my time and having fun exploring ideas for the scene.  



  

The Shipyard - Update, ue4 lighting test

Work In Progress / 20 July 2021

Testing some night mood lighting in UE4. 



Fun with shapes

Work In Progress / 03 July 2021

After finishing the blockout in the last update, I've started playing around with shapes and adjusting things around the scene, my original concept had very few details and was very loose so now I'm adding stuff while looking at references, Trying to keep everything tick and chunky to keep that sylized look while still trying to make the scifi/mechanichal elements look functional. 

I'm using this as an excuse to get better with hardops/boxcutter in blender which has been very useful so far because of the non destructive nature of the workflow I can easily adjust things without having to bake the details. 

Until the next update!🙂






Update, blockout

Work In Progress / 14 June 2021

Made some progress this week with the general blockout of the scene in blender, next I'll take the scene into unreal and try to figure out the first lighting pass and add some more details. 



New personal project

Work In Progress / 05 June 2021

Hi everyone, hope you are all having a lovely day! 

This year I've already done 2 personal projects, the first one was a zelda inspired scene was based on an awesome concept by Andrew Porter and the other was my entry for the Artstation Space Opera Challenge, now I'm going to try and do one from my own concept design, this is just a first idea, and the composition might change a bit once I have the main elements blocked out and can get a good look at them in 3d, the idea is to expand from the Cyberpunk Arcade scene I did last year and do something similar in style.

Inspiration for this one are Fallout, Ratchet and Clank, Overwatch and Borderlands among others. 😊





  


  

Foliage update

Work In Progress / 19 March 2021

For this update I replaced the trees with a more polished stylized version, my workflow consisted in using the MTree addon from blender to create the trunk shape and canopy, then sculpting the trunk detail in zbrush, and then baking and texturing in substance painter using a procedural workflow to be able to save it as a smart material and quickly texture the other trees. Similar workflow for the cactus, then for the leaves and shrubs I used substance designer for the texture and a normal edit modifier in blender to get the normals from a sphere and get that final shading effect in unreal.  

Next I'll focus on the ground and rock textures.