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Tanat Boonyapanachoti - Environment Collections
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Tanat Boonyapanachoti - Environment Collections

Tanat Boonyapanachoti
by natboon on 24 May 2024 for Rookie Awards 2024

These projects were made during my 2 final terms in Gnomon. I would like to thank Andrew Thompson and Anton Napierala for constant guidance and critical feedbacks.

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Overview

I planned out these 3 projects with the intention of recycling and reusing multiple assets across my projects. I wanted to challenge myself to be able to create different environments from the library of assets that I created. Below, you will see that I have reuse foliage and stones across 2 projects. I also use Megascan for foliage atlas for leaves and bark texture as well as ground shader for one of the project, which I will mention below. I enjoyed creating these types of environments, especially when it comes to set dressing. 

Al Shukubar

I made this project during my first demo reel term in Gnomon. It was a remade of two previously finished projects. My goal was to achieve realism as much as I possibly can. The challenge for me in this project was lighting.

All assets are made from scratch, sculpted in Zbrush. Additionally, I made 4 tillable textures with Substance Designer. I created landscape material with layer blending and applied RVT (real-time virtual texture) to achieve a nice blend between rock assets and ground shader. I also use world align to texture my stones and cliffs. 

Breakdown

Modeled in Maya and further sculpted in ZBrush. I utilized trim sheet to achieve the texturing of the door arch texture. Pillars, bricks and ornate trims are sculpted in ZBrush.

World Align + RVT for Cliffs and Stones

I created a Substance Designer cliff material and uses it’s normal with 2 different intensity. One normal and one micro normal. Normal map will enhances any missing details that I could not sculpt and micro normal to enhance the noisy rock surface.

I created two decals and cleaned them up in Photoshop.

Agriula's Autumn

I had a lot of fun creating this environment. I loved how the color turned out at the end. The foliage were so colorful that lighting the whole scene were much simpler. I used directional light and played with mie anisotropic value to achieved the overcast mood. After adjusting the directional light, I then adjusted the value of the exponential height fog and dust values to give depth for the scene.

I created foliage assets with SpeedTree and use Megascan for atlases. Tree, leaves, branches and trunk are created by me. Fallen leaves are from the initial leaves from the tree and I distribute them in SpeedTree and export its texture and mesh. Other assets were recycled from another project. Rocks and stones were textured in the same way as the desert project with the use world align.

Breakdown

I recycled cliffs and stones assets from the desert scene. I did not have to change my initial texture for the stone as RVT helps out a lot by blending the ground shader to overflow on to my stones, creating the dirt/soil falloff.

Foliage were created in SpeedTree. However, as I mentioned, I used Megascan atlas to apply texture for leaves, branches and barks. 

World Align + RVT for Stones

I also recycled one of the shader previously used in desert project.

Aztec Altar

This was my final piece during my time in Gnomon. The mood I was going for is early dusk setting in the forest. The challenge I faced was lighting. In the end, I used HDRI to achieve what I wanted. As mentioned in my previous projects, I reuse some of the assets that were created. I wanted to reuse them as much as possible and challenge myself to create different types of environment with it.

I use Megascan assets for ground materials and foliage atlases. I used PCG (Procedural Content Generation) to randomly place my foliage and a box to block PCG from spawning. Finally, I created a falling leaves effect from niagara particle system.

Breakdown

I sculpted everything except the plate which is, I believe, is an Aztec calendar. The plate was modeled in Maya. Everything was textured in Substance Painter. The combination of extra pillars were assembled in Unreal Engine.

Foliage were reused and some were newly created. I changed the color of the leaves of the tree by tinting them in SpeedTree. Ground foliage were fun to make, it was an eye opening of how much of a difference it makes when I set dressed the scene with them.

Thank you for your valuable time

Here is my link to LinkedIn and personal site


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