Fernhaven
Environment Artist: my responsibilities include working with mood boards and world references to create/layout a 3D environment map. I sculpted terrains and set dressed areas of the map with focus on model scaling, material tiling, texture application, scene lighting, post-processing, camera blueprint cinematics, and asset rendering and optimization.
Environment & Areas
Different scenes set dressed within the map
SOFTWARE: Unreal Engine (5.3), Quixel Megascans
Textures & Materials
SOFTWARE: Unreal Engine (5.3), Quixel Megascans
Macro Texture Variation
Technique applied to landscape material to create material function that blends texture variations to fix to material tiling.
SOFTWARE: Unreal Enginge (5.3)
Landscape Blend Material
Adapting the macro variation technique and applying it to create a landscape blend material with three layers: variation of grass and dirt.
SOFTWARE: Unreal Enginge (5.3)
Lighting & Post-Processing
Experimented with camera post-processing and lens, and post-process volumes.
SOFTWARE: Unreal Engine (5.3)
Rendering & Optimization
Experimented with LODs, foliage culling, shadows, baked lighting, and global volumes
SOFTWARE: Unreal Engine (5.3)