Autumn mood

 

The background was created based on the Amur Bridge in France.
Natural elements such as trees and leaves and red tones are used to express the mood of autumn. I made this environment using Maya, Substance Designer, Substance Painter, Quixel Mixer, Zbrush, and Unreal Engine, and I tried to give it a more natural look using decals from Megascans.

 

 
Asset_bench. Polycount: 1172 Tris

 

Futuristic marketplace

 

Marketplace is my final postgraduate project. Throughout this project, I learned lots of new things, such as using colors and buildings to create atmospheres, modular workflow, trim sheets, master materials, and instance materials. Some time in the future, 2350, I would like to describe Venice, which is slowly sinking due to sea level rise each year. I designed the marketplace on the current location, Campo Manin. Valerian and the City of a Thousand Planets (2017) and Blade Runner (1982 and 2049) inspired this project to create a futuristic atmosphere.
This project was designed using modular pieces created in Maya. I added mechanical elements, holograms and signage for a cyberpunk vibe using images from flickr.com and Pinterest and Revit HEB Key fonts. Characters from Maximo, background audio from freesound.org called NeighborhoodWalk_Night_Drizzle, and decals from Quixel Mixer were added to the project.
I also used the following programs: Substance Designer, Substance Painter and Unreal Engine.

 

 

Cave

 

I wanted to describe a cave, which has a fantastical and mysterious mood. Organic shaped assets, moss, and foliage were created and filled out the area. The water, represented by blue lights on the floor, is the energy to keep the cave alive. It will help the player to find the path and the pieces to open the magic portal. 
 
I used Maya, Zbrush, Substance Painter, Substance Designer and Unreal Engine.

 

 

Gate

 

The concept of this scene is a fantasy, open-world game. I tried to create a scene conjuring up a mysterious mood using organic assets and artefact assets. The stage consists of speed trees.
 
I used Maya, Zbrush, Substance Painter, Substance Designer and Unreal Engine.

 

 

The ruin city

 

I designed these city buildings, I did the mapping and modeling and you can see my process below.
 
I used 3D Max, Photoshop and Unreal Engine.