Projects, studies and work in progress reel.
This page is currently updated and „work in progress“
A study on how to create/improve a gameready lowpoly environment fast and iterative. Making use of semi procedural materials for terrain. Adding variation through heavy use of vertexcolors for tinting and texture-blending. Pipeline is designed to be used in engine or bakeable for higher performance.
All trees, plants and other foliage are handpainted and atlassed in one 4k and one 2K texture sets for a stable low memory footprint.
Polycounts are 3.3k for big trees, ~1500 for medium sized and ~150-800 for small trees and larger plants.
Set tasks / requirements:
- Polycounts optimized for Unity and Unreal Engine.
- Quick high-to-lowpoly creation and bake pipeline.
- Exportable output as baked PBR Materials.
- Shaderbased rock and terrain map with edge detection, displacement height-ramp and a two vertexcolor blending setup, one for color/shading (multiplied) and a greyscale override layer for additional details like paths or variable density.
- Very lowpoly stylized trees ( 300 -3.3k tris ) and foliage for dense use.
- Project time: about 2 months
90s-2K iD inspired character and environment study, 2024
Reimagining and adapting oldschool art direction, lighting and textures. Experimented with a speedmodeling workflow to see how fast I can get from concept to ingame ready asset. Textures all stylized semi-realistic PBR. No automated tools like Substance Painter used.
Breakdown
Set tasks / requirements:
- For use in Unity and Unreal Engine asset pipeline.
- Customizable, semi-procedural smart-material type setup with damage and dirt, edgewear, color and shade variance layers.
- Small in scope for lighting and material studies.
- Project time: about 1 month