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Tomas Rodriguez
  • Work
  • ArtStation
  • Resume
  • Linkedin
  • About

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FLYTHROUGH


MATERIALS

Below are custom materials I made for this project using Substance Designer.

MaterialTiles.png

PROCESS

My process initially began by researching various images of alleyways to give myself options to use as references for when I began building the scene. From there, I began a list of modular assets required, which changed throughout the project’s development, as well as a list of technical assets, such as particle systems, textures and PBR materials. Afterwards, I spent a lot of time setting up the scene, creating a Whitebox and shifting the location of key blocks as I saw fit. Even during asset development and prop placement, I found myself still changing the Whitebox to guide the viewers eyes in the scene, while also juggling the abundance of various assets within the scene. Through looking at various references on Japanese architectural styles and images, I believe I was able to achieve the look of a typical Japanese alleyway.


OBJECTIVE

Japanese-inspired alleyway created in Unreal Engine 4.

In this project, I created all the assets seen within the scene such as the models, textures, particle systems, as well as whiteboxing, lighting and rendering.


GOALS

  • Create a modular environment and improve modular skills

  • Create a cohesive and interesting scene

  • Improve Technical Artist Skills such as Materials, Material Functions, Lighting


TOOLS

  • Autodesk Maya

  • Substance Painter

  • Substance Designer

  • Photoshop

  • Unreal Engine

  • ZBrush


REFERENCES

Used various images on Google images as reference for scene.

Used 3DEx Bamboo tutorial as reference when creating it for my scene.

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