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TGA Student portfolio
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TGA Student portfolio

by HarryHarry on 1 Jun 2024 for Rookie Awards 2024

My three pieces were made at The Game Assembly for the portfolio course. These pieces was primarily made over 14 weeks halftime.

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Rain City

Environment art is close to my heart of building worlds that tell a story! And that heart beats for moody places! This project took about 9 weeks half-time to create and a lot of time was put into the setting.

Timelaps of the project.

Assets used for the scene. All assets are made by me except the character and a few graffiti decals seen in the render.

The massive pieces were a great challenge, they use a mix of world space tiling for grunge and RGB masks to detail the specific dripping grunge from surrounding pieces

RGB mask used to break up tiling, three sides were UV'd and painted to increase the variety

My three most used materials, the colors on the painted metal and concrete are too be able to change colors between material instances when needed.

The three tarmacs used to create my street material.

The tarmac was a great exploration of how a material deteriorate and change over time. The water puddles was also a great part of learning the depth of material functions and its possibilities.

The character was made by the talented character artist/classmate Julia Nordlöf! It was great collaborating to align our work as the idea and inspiration started out very adjacent. Check out her work on Artstation 

PRC-6 Radio

I reworked and improved This previous deepening practice project during my portfolio time. It’s a deeper exploration of sub-d modelling as I wanted to showcase some complex forms. The casing proved to be that due to the casted singular front piece riddled with interesting shapes! The exact model I worked from is a prop from Blade Runner. In total this was about 5 weeks halftime from scratch to done piece.

Skymark bouy

This was a concept by Ian McQue I fell in love with when I saw it and I just wanted to take it to 3D!

The main challenge of the piece was that it’s all in one shader. The buoy consists of four UVs sets that I used to effectively blend in as much detail as possible in the asset. It was great fun and made me excited to try what else I can do with the workflow. In total, this was 5 weeks of half-time with some time lost to bad planning

Shader material modularity! A big part of the project was seeing how far I could take the material shader.


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