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Sunset Forest 3D Environment

The aim of this environment project that I set out to do was to improve my workflow, texturing, modelling, and lighting skills on a realistic style. So then I can apply these skills to other projects as well to prepare myself with the necessary skills for going into the games industry.

I have had fun & learned a lot in this 3rd year University Project. I'm incredibly pleased on the execution of the quality of my textures, models, and lighting.

Used Substance Designer for creating the tillable grass and dirt textures.

Used Substance Designer for creating the tillable grass and dirt textures.

I designed the brick & moss texture using Substance Designer.

I designed the brick & moss texture using Substance Designer.

I created 3 variations of oak bark textures for my tree assets using Substance Designer.

I created 3 variations of oak bark textures for my tree assets using Substance Designer.

I created 2 variations of the pond water using Substance Designer.

I created 2 variations of the pond water using Substance Designer.

I used own photographic references.  Used Maya, Zbrush & Substance Designer for creating the foliage.

I used own photographic references. Used Maya, Zbrush & Substance Designer for creating the foliage.

Created 4 branch variants in Maya & reused my leaves, assembled & baked them in Substance Designer.

Created 4 branch variants in Maya & reused my leaves, assembled & baked them in Substance Designer.

Used Zbrush's particle generation for the 3 grass variants. Used Maya for creating the grass cards and Substance Designer to bake and texture.

Used Zbrush's particle generation for the 3 grass variants. Used Maya for creating the grass cards and Substance Designer to bake and texture.

Modelled & UV unwrapped asset in Maya. Textured the asset in Substance Designer.

Modelled & UV unwrapped asset in Maya. Textured the asset in Substance Designer.

Used Tree it to create the trunk. used Zbrush to create the foliage card, baked & textured it in Substance Designer.

Used Tree it to create the trunk. used Zbrush to create the foliage card, baked & textured it in Substance Designer.

Used Tree It to create the trees & Maya to UV unwrap.

Used Tree It to create the trees & Maya to UV unwrap.

Used tree it to make logs. Used Maya to polish silhouette of assets & UV unwrap. Lastly Textured assets with Substance Painter.

Used tree it to make logs. Used Maya to polish silhouette of assets & UV unwrap. Lastly Textured assets with Substance Painter.

Used tree it to make tree stump. Used Maya to UV unwrap both assets. Sculpted Hight poly rock and low poly version. Baked & textured in Substance Painter

Used tree it to make tree stump. Used Maya to UV unwrap both assets. Sculpted Hight poly rock and low poly version. Baked & textured in Substance Painter

Sculpted High poly & generated low poly versions in Zbrush. Used Maya to UV unwrap assets and then Bake & texture in Substance Painter.

Sculpted High poly & generated low poly versions in Zbrush. Used Maya to UV unwrap assets and then Bake & texture in Substance Painter.

Used Maya to make low poly. Sculpted details with Zbrush on high poly, baked & textured using Substance Painter.

Used Maya to make low poly. Sculpted details with Zbrush on high poly, baked & textured using Substance Painter.

Used Maya for modelling and UV unwrapping and Substance Painter For Baking & Texturing.

Used Maya for modelling and UV unwrapping and Substance Painter For Baking & Texturing.

Used Maya for modelling the assets & texturing them in Substance Painter.

Used Maya for modelling the assets & texturing them in Substance Painter.

Hard surfaced modelled asset in Maya then baked & 3 variant textures using Substance Painter.

Hard surfaced modelled asset in Maya then baked & 3 variant textures using Substance Painter.