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Gihan Fernando (Xing Yu) - 3D Environment Art Collection
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Gihan Fernando (Xing Yu) - 3D Environment Art Collection

Gihan Fernando (Xing Yu)
by XingYu on 25 May 2024 for Rookie Awards 2024

I have a passion for game environments and animation films, particularly in lighting and visual storytelling. The project was inspired by a Japanese folktale, focusing on a guardian tasked with protecting the Japanese afterlife. These works highlight my skills in creating shaders for textures in Unreal Engine 5.

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Guardian of the Death

This is my latest project created with Unreal Engine 5, marking my second endeavor into designing expansive exterior environments. I set a personal challenge to complete this piece within a tight timeframe of just two months. My aim was to craft a realistic setting infused with the essence of a folk tale, specifically drawing inspiration from the concept of a guardian tasked with protecting of the Japanese death.

Leveraging a combination of scanned images and my own modeling expertise, I meticulously sculpted each element to bring my vision to life. The result is a digital landscape where the ethereal meets the tangible, where the guardian of death stands as both protector and enigma. Through this project, I've not only improved my technical skills but also, I sought to push my boundaries by imbuing the environment with a unique mood, distinct from my previous works.

Breakdown / Render Passers

Level Breakdown

This is the initial draft of the level design. I spent four hours quickly setting up the first version of the level. The main goal was to create the basic environment layout using the concept art as a guide. This first phase focuses on establishing the fundamental structure and spatial relationships to provide a strong base for more detailed design work.

Environment Concept Breakdown:

For the main concept art, I used the photobash technique because it provides the freedom to blend realistic images seamlessly, resulting in a highly detailed and polished final concept. This method allows me to quickly iterate and refine the visual style, ensuring that it aligns with the intended design direction. By integrating photobashed elements, I can maintain a consistent and cohesive aesthetic throughout the environment blockout. This approach not only speeds up the design process but also enhances the realism and immersion of the level, laying a strong foundation for further development and detailed enhancements.

Reference Gathering:

To create an accurate environment with dense foliage and fencing, I focused on gathering references from Japanese rainforests. These references include images of trees and other elements to define the overall look and feel of the environment. I found one particular tree that stood out as the ideal reference and marked it on the reference board for emphasis. These references will guide the design process and help create an immersive and realistic environment.

Japanese Torii | Game-ready assets

A low-poly game-ready A Japanese torii is a traditional gate that marks the entrance to a Shinto shrine. The torii was modeled in Blender and Maya using subdivision modeling, UV unwrapped in Maya, UV layout in Blender, normal maps baked in Marmoset, and textured in Substance Painter. The torii has a modular design that allows for different variations and customizations.🎮⛩️

Japanese Stone Pillar | Game-ready assets

The project I contributed to was inspired by a Japanese folktale, centering around a guardian responsible for safeguarding the Japanese afterlife, predominantly featuring stone pillars. To bring this concept to life, I employed original photo scans and developed assets using Maya, Unreal Engine 5, Substance Designer, and ZBrush.🎮⛩️

Reference Gathering:

For this project, I focused on collecting images of Japanese stone pillars. My aim was to find pictures that show old stone pillars covered in moss and natural debris, highlighting their age and the passage of time. I looked for references that display the worn textures, cracks, and natural growth commonly found on ancient structures taken over by nature. These detailed references are essential for creating an asset that accurately captures the historical and natural aspects of the environment, adding depth and realism to the overall design.

Thank you for taking a look at all my works! 

Here is my link to Artstaion and LinkedIn


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