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)