3D Environments
A collection of environment work I did over the past years.
Viking Church – Unity
This scene was a one week project! One of my goal was to achieve the highest visual quality I could do on unity.
For the lighting I used precomputed realtime GI and lightprobes for small objects. Almost all the textures were made in Substance Designer and Painter. I also sculpted some assets in Zbrush to give a more realistic look.
(From 2018)
Sea House – Unity
I was GREATLY inspired by Zelda Wind Waker to make this 3D scene. Rendered in unity, I used Houdini for the vegetation placement.
All textures are made in substance designer, I wanted to try to have a nice stylized look using only prodecural generation.
(From 2017)
Old Wooden Shack – Unreal 5
First time working on an environment in Unreal, learning how lighting worked in it as well. Had a lot of fun doing this and creating a bit of storytelling around the house.
All textures are made in Substance Designer.
(From 2018)
Industrial Necropolis – CUBEBRUSH WORLDS Contest
This environment was made for the WORLDS Art Challenge by Cubebrush. It was made by Me & Alexandre Stroukoff. Everything was done in unity.
We would have love to put more time in it, but we're still quite happy with how it turned out, it was a good practice in lighting and composition.
Houdini was used to place the small soft tubes, the rocks where sculpted in Zbrush, and all materials were made in Substance Designer/Painter. The project is realtime and runs at 30 fps.
(From 2017)