In this exercise of visual and game design, I modelled, textured a large, open outdoors scene set on an abandoned pirate cove.
Modelling: The terrain was sculpted in 3DS Max, segmented into chunks and optimized for vertex painting. The buildings around the map were constructed using 36 modules, and the environments was dotted with 124 unique low-poly props (this includes 14 unique rock models). Finally, the scene includes 12 SpeedTree plants w/LODs for trees, and 6 billboards for the peripheral details.
Textures: The scene includes 12 2K prop atlases, 3 Substance Designer textures (used on the terrain), as well as 8 unique decals. The skybox was created in Terragen. The textures were created in Substance Painter and Photoshop (with Substance Bitmap2Material) as PBR Metallic with Normal Maps. Normal maps were baked from high-poly models and/or detailed by hand in Substance Painter.
Pipeline: I designed the level layout in 3DS Max. I imported the models, created materials and prefabs, and placed props & decals in the layout. I used vertex- and height-painting to finalize the terrain. I designed the scene lighting (rendered Realtime Global Illumination to support dynamic light changes). I configured the post processing package (ACES Color Grading, Ambient Occlusion, Bloom, Volumetrics, Reflections). Finally, I used a translucent shader for grass, as well as a height-blended terrain shader w/vertex color painting & parallax support.
3D Modelling, Texturing, Level Assembly, Lighting, Post-processing
3D Studio Max, Substance Painter, Adobe Photoshop, Unity