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James Flanagan - Real-Time Game Environment 2024 - Think Tank Training Centre
My advanced term and mentorship projects that were completed during the Environment for Props and Games course at Think Tank Training Centre. Each project was completed during a period of four months. Website/Artstation: https://jamesflanagan.artstation.com
James Flanagan - Game Environment Demo Reel - Think Tank Training Centre
For The Rookies 2024 I am showcasing my breakdowns of my advanced term and mentorship projects that were completed during the Environment for Props and Games course at Think Tank Training Centre. Each project was completed during a period of four months. I would like to thank all Think Tank staff and students. My mentor Jason Gullion, advanced term supervisor Johnny Malcolm, intermediate term supervisor Nikhil Kedige and Foundation term supervisors Gunsik Kim and Tristan De Saint Ceran.
Disclaimer
The modeling, texturing, materials, lighting and all other aspects of the project were created by me. The following images that were used across my Mentorship and Advanced term projects do not belong to me. They were used for non-commercial and educational purposes only.
Rick Grimes: https://miro.medium.com/v2/resize:fit:640/format:webp/0*QbT3oSt1SN1b2MYK.jpg
Tesla: https://home.bt.com/images/Tesla-136428538736302601
Blueprint White: https://images.fineartamerica.com/images-medium-large-5/nuclear-power-plant-components-diagram-library-of-congress.jpg
Blueprint Blue: https://www.reddit.com/r/dalle2/comments/vgq2ws/blueprint_exploded_technical_diagram_of_dalle_2/#lightbox
https://thumbs.dreamstime.com/b/detailed-technical-drawing-nuclear-power-plant-showcased-blueprint-creating-using-generative-ai-tools-278493918.jpg
Demo-Reel
Contains Mentorship and Advanced term project
Mentorship Project - Sniper Ghost Warrior 3 - Mission Hub
This project was rendered using Unreal Engine 5
Concept by Michal Matczak
Link: https://www.artstation.com/artwork/nybL9
Main Shot
Map Breakdowns
Diffuse - Roughness - World Normal - Metalness
Lighting and Shader Breakdowns
Lighting Only - Detailed Lighting - Shader Complexity
Blockout to Final Render
Shader Work
Normal intensity function
Advanced Term Final Project - Overkill's The Walking Dead - Abandoned Convenience Store
This project was rendered using Unreal Engine 4
Concept by Joakim Ericsson
Link: https://www.artstation.com/artwork/nQYzze
Final Render
Post Processing
Without LUT - With LUT
Map Breakdown
Base Color - Roughness - World Normal - Metalness
Technical Breakdown
Lighting Only - Lightmap Density - Shader Complexity (Objects highlighted in red were glass and fog/cloud shaders)
Shader Breakdowns
Foliage Animation Shader
UV Set Blend Shader (Used for objects like the dumpster and big sign where UV shells could not fit in the 0 to 1 UV space at Texel density)
Vertex Blend Shader (Used for the majority of the environment like the gravel, which had a total of 4 different textures blended together)
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