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Digital Media Art

Digital Game Development
Art Track

AirshipSyndaicate
3D Environment Artist

上海电视台
3D Artist

叠纸
3D Environemnt Artist
Section 1:
介绍自己
都用啥软件
模型高模
模型低模
Project_02

MidPoly

HighPoly

Retopology

UV Unwrap

Baking

Texturing


Tuning
Section_02
Section 2:
Project Egypt
Concept



To provide the project team with visual guidance and references during the early stages, and to help quickly establish the visual direction, I communicated with the designers and the art director. From our discussions, I learned they aim to depict a grand scene reminiscent of Egypt during its golden age.

Terrain

I choose to generate the height map in Gaea and then import it into the engine for fine-tuning. To match the composition of the concept art, I use masks in Gaea to control the terrain's undulations and river distribution in specific areas.



Buildings




I used a modular approach to create several buildings, employing the commonly used trimsheet technique for open-world development to save performance. This method is similar to assembling with building blocks, using as few texture sets as possible to cover and unify as many models as possible. It requires pre-planning the distribution of textures. For example, in this case, I planned the textures into four sections in advance, which I then refined further.









Vegetation

Medemia_Palm_01

Medemia_Palm_02

papyrus
Lighting&Atmosphere

Before fill light
After fill light
Official PV
Environment showcase

Shore

Wave Shader

I implemented the effect in Unreal Engine using the Shader Graph, essentially a "node-based" approach. The results can be seen in the subsequent scene demo.
I used the following formula to drive the interaction between the water and the shoreline. In the engine, this was essentially recreated using nodes. This approach ensures consistency between the vertex animation driven by the model and its in-engine performance.


Basiclly clamp Y value between 0 and 1 as the UV coordinate to drive three wave texture to mimic the complexity of shoreline wave


For the later mobile version, considering performance constraints, we decided to simplify some effects after discussions with the tech art team. We translated selected effects into GLSL for implementation.
Maxscript




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