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3D GALLERY

This apartment building was made as part of an individual project of mine, making a small section of a real street in Tokyo.

I decided to do this project to practice more realistic modelling and texturing, and to do some more work on more complex shaders.

The building is made of all modular pieces so it can be easily changed to suit needs.

The tiles on the walls of the building are made from a shiny, granite material. This presented an interesting challenge for me in developing the shader. I needed the shader to show the small shiny flecks that are present in granite, but also have the overall sheen of the polished tile over the top of it all. I ended up using fresnel to blend the flecks into the diffuse as a brighter colour, and utilised the clear-coat shading model for the sheen.

I wanted to see how the building was looking in it's setting so I took some high-resolution screenshots from UE4 and quickly composited them in with screen grabs from Google Street-View.

Tokyo Project - Apartment Building

Rig
In Engine
Blazer Close-Up

The Calvin project was a project I completed for AIE during the 8 week character/interactive gameplay model module. We could do any sort of interactive model for a game, but most people made characters.

I decided that as I wasn't very experienced at the character pipeline, I would attempt a simple sort of character. A regular humanoid, with clothes.

We were set a 3000 triangle poly-limit for the module, so I took inspiration from the Kingdom Hearts games for Playstation 2.

The model was required to be fully rigged and animated, demonstrating animation blending in engine. I managed to get Calvin to work in Unreal Engine 4 with a third person character controller, with walking, running, and jumping functionality.

Character Project - Calvin

"The Mother Tree" was an 8 week student project that I completed in my second year of college at AIE.

It was a solo project with the task of creating an appealing game environment that was functioning and playable in engine.

I chose to use Unreal Engine 4 for this project.

Everything in the scene was built from scratch by me - the models ; textures ; particle systems.

This environment was featured by my college on their facebook page.

I used Maya , Photoshop , and UE4 for this project.

fountain village lanterns 3d model environment ue4 forest scene handpainted hand painted game art paul davies
bridge village lanterns trees 3d model environment ue4 forest scene handpainted hand painted game art paul davies
bridge observatory river 3d model environment ue4 forest scene handpainted hand painted game art paul davies
shopfront shops 3d model environment ue4 forest scene handpainted hand painted game art paul davies
houses house shops shopfront concept art fantasy village environment game art paul davies
town map plan concept pathing village forest scene game art paul davies

Environment Project - The Mother Tree

Norse Horn

I made this Norse-style ornamental horn to practice two different texturing pipelines; baking and Mari.

I made the simple low-poly mesh in Maya and exported to zBrush for sculpting. In zBrush I sculpted out the detail carving around the base of the horn. I then baked out normal, occlusion, and cavity maps in xNormal.

Then i brought the model into Mari to learn the program and practice projection texturing. I found a range of images of horns online and used pieces of each in areas of my horn to achieve the desired look.

Once I had exported my diffuse back out of Mari, I took it into Photoshop, applied a high-pass filter and overlayed it into my normal map to bring the scoring and scratches that are in the diffuse into the normal map. I then created a roughness map mainly from scratch but brought in some details from the diffuse as well.

For the fur around the base of the horn I used the 'Geo to Maya Hair' plug-in for Maya, which was fun to learn.

The horn is a seemingly simple object but I learned a lot from creating it.

stone pillar 3D model low poly baked zbrush unreal engine 4 ue4 prop

I made this pillar as an exercise to practice a low-to-high baking pipeline for props.

I created the low-poly model in maya first, exported it to zBrush for the sculpt, then baked out ambient occlusion, normal, and cavity maps in xNormal.

Then I imported everything into Quixel Suite for texturing. Rendered in Unreal Engine 4.

Pillar - Baking Exercise

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