I am expanding upon my neighborhood environment, changing the layout to a couple streets and making the buildings more modular.
Nearby the garden center area of my landscape, I am blocking out a small neighborhood cul de sac. Down the way is a walking trail that loops around a large pond.
I added post processing to the scene to give me more control over the appearance of the scene. I tweaked the procedural rendering system of my SpeedTree models in order to create a denser, more natural landscape.
I have been working on updating the landscape for my garden center property environment.
I created the height map to base the landscape generation on using Photoshop and Substance Designer.
I created a material in UE4 that blends textures depending on slope, height, and landscape painting.
I am working on an extraterrestrial research station made in Unreal Engine 4.
The base has both an exterior and an interior. The main area of the interior is connected to the exterior through a hangar which will contain spacefaring vessels. Textures are made using Substance Designer and Photoshop.
I am currently working on a blueprint system within Unreal Engine 4 which generates buildings with a set of user controlled parameters. Buildings have variable sizes, layouts, materials, and more.
Early design for a forested setting surrounding a ravine.
Cartoon Axolotl humanoid character work in progress. Modeled using Zbrush and Maya.
This is a pack of modular industrial and utility meshes, textures, and blueprints that I made for use in Unreal Engine 4. It will soon be released on the Epic UE4 Marketplace. I have included various decals that can be used in a multitude of ways, materials for flowing and static waste and toxic material, and a wide variety of pipe pieces and accessories. All objects have custom Level of Detail and collision meshes.
High poly and textured low poly fire sprinklers for my utilities asset package.
Low poly sprinkler is 396 triangles and 512x512 textures.
I am working on a pack of modular industrial meshes. I have made pipe pieces of various configurations that can be fit together in different combinations, as well as an Unreal Engine blueprint that lets the user design their own spline based pipe shape.
I went through several design iterations for the United Church of Christ's Inspiring a Legacy of Faith 275th Anniversary event. The final logo will be used on pamphlets, apparel, and the Church's website.
I was tasked with designing the layout and structure of a proposed addition to my local church and demonstrated the proof of concept in real time using Unreal Engine 4.