Imre Ivan 3D Artist

ABOUT

*Please kindly note that this project is still work-in-progress.*

Softwares used: Unreal Engine 4, Maya, Zbrush, WorldMachine, Photoshop, Knald, Topogun, Speedtree, Marvelous Designer, Marmoset Toolbag, Substance Painter & Designer


This project is a real-time game world environment, running on UE4. I use a wide variety of techniques for example DX11 based tessellation for distance based rock displacement, i also used WorldMachine to generate a believable terrain, from the exported one i sculpted inside UE4, Knald was used extensively to generate the normal, height, ao etc maps from colour maps.

I also used Cascade to make the particle effects for the fires and waterfalls around the level.

I used SpeedTree for this project, to generate believable, realistic behaving and appealing trees and other plants.

I made extensive use of Photoshop for texturing, with Marmoset Toolbag to quickly visualize

I used the node based shader editor to create the shaders, which breathes life into the level. For example distance based tessellation, which essentially changes the polycount and the silhouette of the object on the fly, mostly on rock, avoiding the popping of LODs and dynamic texture changes, based on the position of the object, essentially, with one tileable dirtmask near infinite amount of variation is achievable.

I delved into the abyss of blueprint to construct a spline based mesh-systems to create ropes and the overhanging ladder, both which can be edited in the engine.

MADEIT CREDITS

  • Imre IvanModelling, Lightning, Level Design, Texturing

Who pooled - A fortress at night - Environment Art - WIP