MTT Resort
A return to recreating environments in Unreal 4, this one is a take on Undertales MTT Resort, owned by the egotistical Mettaton (Whose featured on the sign)
I enjoyed being able to work with brighter colors after continued work on 20 Minutes To Doom, with the aim to find a balance between "bright and varied" and "Eye goudgingly tacky).
In addition, since recreating the sprite based environment in a 3D engine would be tricky, I needed to seek a new style for the MTT Resort, keeping the simple textures of the original, but infusing them with cartoon shaders that would give off a scratchy and drawn look, with viable outlines and AO, which were best shown in motion, hence the videos as opposed to still images (Bar the wireframe shots taken within UE4)
All models in these videos and images are created, and textured by me.
I enjoyed being able to work with brighter colors after continued work on 20 Minutes To Doom, with the aim to find a balance between "bright and varied" and "Eye goudgingly tacky).
In addition, since recreating the sprite based environment in a 3D engine would be tricky, I needed to seek a new style for the MTT Resort, keeping the simple textures of the original, but infusing them with cartoon shaders that would give off a scratchy and drawn look, with viable outlines and AO, which were best shown in motion, hence the videos as opposed to still images (Bar the wireframe shots taken within UE4)
All models in these videos and images are created, and textured by me.
20 Minutes To Doom Screenshots
These shots are all from my current WIP game 20 Minutes To Doom.
The idea behind the game is that the player must go through 4 levels in under 20 minutes, or else be forced to start from the beginning again, dodging enemies and navigating death traps and obstacles that they may face.
The main inspiration behind the art style was 1950's science fiction shows, with enemies and outfits looking cheap, with the black and white, grainy look both serving to stand out from other games, but also allow smoother development in regards to texturing.
It was another challenge altogether to make the game look appealing with this style in mind, with care paid to the bright colors to make the player stand out from the background, in addition to enemies being completely different in shape and function to quickly denote who and what they are, but also ensure they are quickly noticed by anyone playing.
The humanoid featured is the main character, known as The Runner, the other robots and alien lifeforms are the enemies they will face along the way, in addition to screenshots of the actual levels themselves, showing a hint of the different paths you can take with each playthrough.
All models here are fully rigged for animation by me.
The idea behind the game is that the player must go through 4 levels in under 20 minutes, or else be forced to start from the beginning again, dodging enemies and navigating death traps and obstacles that they may face.
The main inspiration behind the art style was 1950's science fiction shows, with enemies and outfits looking cheap, with the black and white, grainy look both serving to stand out from other games, but also allow smoother development in regards to texturing.
It was another challenge altogether to make the game look appealing with this style in mind, with care paid to the bright colors to make the player stand out from the background, in addition to enemies being completely different in shape and function to quickly denote who and what they are, but also ensure they are quickly noticed by anyone playing.
The humanoid featured is the main character, known as The Runner, the other robots and alien lifeforms are the enemies they will face along the way, in addition to screenshots of the actual levels themselves, showing a hint of the different paths you can take with each playthrough.
All models here are fully rigged for animation by me.
A Bad Night
This is my newest environment, designed as a return to more realistic graphics after my previous efforts.
Originally designed as a simple room with high res textures and such, I ended up getting the idea to leave the room a mess to make it more visually interesting, mainly after playing around with the lighting and finding the dimmer, more unsettling light to add more atmosphere.
The various stains and spills found around the environment are created with decals, used to also create the illusion of alcohol spilling down the walls.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
Originally designed as a simple room with high res textures and such, I ended up getting the idea to leave the room a mess to make it more visually interesting, mainly after playing around with the lighting and finding the dimmer, more unsettling light to add more atmosphere.
The various stains and spills found around the environment are created with decals, used to also create the illusion of alcohol spilling down the walls.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
Spryo: Dream Weavers
This environment is one of my most ambitious projects, remaking the Dream Weavers hub world that was previously in the PS1 game Spyro The Dragon.
To make the previously low poly world look impressive in today's generation, aside from making the models more high res with details that were originally merely textured on now represented by actual 3D objects, I also went for a more painted and cartoony look, with paint strokes visible on textures along thick outlines around all of the objects that are present, which is accomplished by using a post process shader, which also added a cel shaded look to the level.
The ultimate reasons behind doing this was out of a personal fondness for the original Spyro trilogy on the PS1, which pushed me to make a tribute to those games, but also to showcase my ability to create large levels full of unique objects that were interesting to look at.
As a final note, the Spyro model featured in the final screenshot is taken from A Hero's Tail and is not modeled or textured by me in anyway, simply there to help compose a compelling looking picture
To make the previously low poly world look impressive in today's generation, aside from making the models more high res with details that were originally merely textured on now represented by actual 3D objects, I also went for a more painted and cartoony look, with paint strokes visible on textures along thick outlines around all of the objects that are present, which is accomplished by using a post process shader, which also added a cel shaded look to the level.
The ultimate reasons behind doing this was out of a personal fondness for the original Spyro trilogy on the PS1, which pushed me to make a tribute to those games, but also to showcase my ability to create large levels full of unique objects that were interesting to look at.
As a final note, the Spyro model featured in the final screenshot is taken from A Hero's Tail and is not modeled or textured by me in anyway, simply there to help compose a compelling looking picture
Metal Gear D
This machine was originally featured in Metal Gear 2: Solid Snake for the MSX2, working off of limited reference art along with trying to make something that was designed for a more graphically limited era work today, this proved to be a challenging model to create.
Ultimately, I showed I can work off of limited supplies, and managed to create this model for everyone to see.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
Ultimately, I showed I can work off of limited supplies, and managed to create this model for everyone to see.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
50's Diner:
This environment was designed to create a standout look that both fit the texture style I wanted, but also look visually interesting by itself.
To add to the 50's look, I also added film grain in the Post Process, along with posters of various 50's film posters to give more life to the diner.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
To add to the 50's look, I also added film grain in the Post Process, along with posters of various 50's film posters to give more life to the diner.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
Throne Room Entry
This was my entry into the Polycount Throne Room challenge, it was meant to represent a King Of The Dead as it where, hence the use of gravestones and the ruined environment, as if the world itself was dead around the throne.
Cartoon House
This house was created to showcase my ability to create props of differing art styles, this one having two texture's added to it, one was a more simple set of colors, the other was watercolor, with splotches all over like it'd been painted.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
This was created in 3DSMax, textured in Adobe Photoshop, and rendered in UE4.
Red Class
One of the environments I completed for a game called Heartpunch, it is a visual novel style game that uses 3D environments for the backdrops, this was one such environment.
Modeled in 3DSMax, textured in Adobe Photoshop, and rendered in UDK3
Modeled in 3DSMax, textured in Adobe Photoshop, and rendered in UDK3