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Games Art Characters and More
![Amy Wozny](https://d3stdg5so273ei.cloudfront.net/AmyWozny/2023-05-15/471708/50x50/Purple%2BTortoise%2BCharacter-AmyWozny-crop.jpg)
A collection of my recent projects including realistic, stylised, character, creature, lighting and environment.
Shaffron and Concrete/Reformed Stone Statue
For both, the aim was to create an object that was as realistic as possible, while also acceptable for use in a game. With this in mind, the items were treated as hero props, and given a reasonably high polycount and texture resolution each, however if needed in game, lower resolution LODs could be made.
Forest Lighting
This year I present them again (in UE5), but now with a new environment and lighting setup inspired by the teak forest scene in Planet Earth 3.
Since this was work on improving my lighting and composition skills, environment props were all sourced from the Megascans Library and Epic Marketplace.
Dread-bite
11,307 polys
4x 2048x2048 texture maps
The fantasy species was inspired by a mixture of different animals.
Teeth: arboreal salamanders and fang toothed morays
Head: electric eels, and Chinese giant salamanders, with European eels inspiring it's four nostrils
Crest and fin: newts including the Great crested newt
Skin color: various newts including Emporer newts, blue ringed octopi, ribbon eels and electric eels
Scars were based on those on those found on whales, and lastly bombadier beetles were referenced for the tips of the poison ejectors.
The full artbook for the project can be downloaded here: https://pinktortoise.itch.io/dread-bite
Jasmine the Pokemon Trainer
During this project I learned how to mix textures for a tiling fabric with the dress in the material, to be more efficient with texture map space.
PMaR Pet Rooms
As part of the artstyle, the majority of assets were textured using pixel palettes (a 9x9 pixel texture with different colour pixels) to optimise space used by texture maps, and reduce time spent unwrapping. By default, Unreal renders textures with anti-aliasing on, however for crisp colours, I learned how to disable the antialiasing for this workflow to be successful.
Taoist Monk
Made entirely in Blender, then presented in UE5.
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