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Sebastian Long | Game Environment & props
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Sebastian Long | Game Environment & props

Sebastian Long
by SebLong on 30 May 2024 for Rookie Awards 2024

Hello all, I'm Seb, my submission to this years rookies is from my advance and mentorship terms at Think Tank Training Centre which I graduated from this year, i hope you all like what i produced and i welcome feedback, thank you for taking the time to look at my work and good luck to everyone else taking part

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Silent thrills

The first project I am sharing in this project is the work I did for my mentorship term at think tank training centre, I had the privilege to be mentored by Kacper Niepokólczycki who works for CD Project red, I can't thank him enough for the guidance he has given me during my mentorship term.

Silent thrills was loosely based on Khairizal Rahmat concept “Over the clouds”, I also took inspiration from games like life is strange and tony hawk 1+2 remake,  

Breakdown  

If i based my work on concepts i like to analyse the concepts and identify objects in the scene, such as rubbish, ramps, arcade machines and the different types of foliage that are there; after identifying objects i like to look up real world example to use as references.

Textures

I used a range of custom individual and tillable texture, using mainly substance painter, and designer for a couple of bits.

For the RV I decided to make the side panelling details with a tileable texture rather than use geometry. I wanted to create this using a substance designer so I could make adjustments to the grooves such as adding dents and other details. In substance painting I made a couple of different textures to be used with vertex painting in unreal engine, I made sure to gather reference images to make sure I got details right and made a couple of different texture versions

Here are a couple more example of tilable textures i made for this project, such as concrete, leather, weave pattern and cardboard

Beach paradise

The second project i am submitting is my advance term project. I wanted to try and create some more procedural elements using blenders geometry nodes, i mainly used it for the palm trees and power lines to create different variation of them and adjust elements such as the droopiness of the power lines, or the shape of the trees.

Breakdown

 i made the palm trees using geo-nodes in blender with which  i then created a couple of variation to populate the scene;  i also did this for some powerlines in the scene as well. 

Vespa

The last project which ties in with the beach paradise is the Vespa, which is the main hero asset from that project.  I managed to pack all uvs in to a single uv set and the texture maps are 4k;  i feel i could have split them up more but wanted to make it an optimized game asset. The overall finish of the asset is good.


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