Technical&Environment Art (Solo)
12-06-2024Spring of the Lily of the Valley
A comprehensive technical&environment art project created in Unreal Engine, showcasing a blend of procedural and
asset-based
workflows.
- Procedural Vine (Houdini): Developed procedural vines that dynamically climb and adapt to the shapes of objects. The tool includes various adjustable parameters, such as
distribution and density, growth progress, branch numbers and leave scales.
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Procedural Floating Island Terrain (Houdini): Created the top surface of the floating island using heightfields for natural terrain features; Designed the underside of the island with noise-based procedural geometry.
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Procedural Textures (Substance Designer): Created intricate rose window patterns, converting them to SVGs to generate 3D models; Created procedural materials for the stylized tree trunk and plaster wall.
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Stylized Tree (SpeedTree, Blender, UE):
Modeled a stylized tree with a
spiraling trunk with Speedtree;
Transferred spherical normals to the leaves in Blender; Created custom stylized tree materials in Unreal Engine.
- Stylized Rock (Zbrush, RizomUV, Marmoset ToolBag):
Sculpted rock details in ZBrush; Used RizomUV for efficient UV layout; Baked high-poly normal details to low-the poly model in Marmoset Toolbag.
- Stylized Grass (Blender, UE):
Modeled grass blades and mapped UVs in Blender; Created a custom stylized grass material in UE.
- Stylized Water (UE):
Designed a stylized water material in UE, incorporating normals, foam, refraction and reflection.
- Asset Preparation (Blender, UE):
Designed, modified and reorganized assets for visual appeal and cohesion; Created additional models and optimized geometry where necessary.
Softwares: Unreal Engine, Houdini, Substance Designer, Blender, Speedtree,
Zbrush,
RizomUV, Marmoset Toolbag, Photoshop
©Shijia LiuTechnical Art
Fantasyland