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AUTUMN DWELLING

MAYA - ZBRUSH - SUBSTANCE PAINTER - SUBSTANCE DESIGNER - UNREAL ENGINE 4

This environment was was a school project, demonstrating my work through ZBrush, Substance Painter and Unreal Engine. The project lasted about half a semester and I learned quite a lot about Reatime rendering throughout the process. I wanted to pull inspiration from both Scandinavian fishing houses and elements of stylized games like Rime and The Legend of Zelda: Wind Waker. Below are more shots of different compositions.

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This is the shader graph I made in unreal to create my water. First, I used Substance Painter to create an Ambient Occlusion and Normal mask of the water plane and all of the objects it interacts with in the scene. Then, I used texture coordinates and the panner node in Unreal to "scatter" the ripples. I then attached it to the AO mask, combined with a standard Depth Fade node, to create the color and ripple effect around objects the plane interacts with.

© 2022 by Daniel Allard

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