UE5 Sci-fi Personal Work

Some mostly unfinished visual explorations for a stylized game art pipeline that would require minimal environment art support - i.e. 1-2 artists. The project went through multiple styles and iterations, with 3d in Unreal being the basis for every shot. My responsibilities for these shots included:
-Directing art vision; creating style guides and 3d visual benchmarks / concept art.
-Architecture kit modeling / texturing.
-All level art and lighting / grading.
-Most Prop Modeling / Texturing.
-Trim Based Shader Pipeline Creation.
-Experimenting with Real-Time Post Process Materials, in order to create a stylized look similar to "Into the Spiderverse".

Credit for the Cherry Blossom Tree belongs to Ryan Ingram, wind in the trees was set up by Colin Alteveer, and the graphic design poster future soldier texture was Anton Fadeev.

Real-time Post Process Experiment - "Into the Spiderverse Style" Post-Process VTAR #1

Sci fi Stylized VTAR #2

Real-time Post Process Experiment #2 - "Into the Spiderverse Post-Process VTAR" - in-game render

Real-time Post Process Experiment #2 - "Into the Spiderverse Post-Process VTAR" - in-game render

Real-time Post Process Experiment #3 - "Into the Spiderverse Post-Process VTAR" - in-game render

Real-time Post Process Experiment #3 - "Into the Spiderverse Post-Process VTAR" - in-game render

Real-time Post Process Experiment #1 - "Into the Spiderverse Post-Process VTAR" - in-game render

Real-time Post Process Experiment #1 - "Into the Spiderverse Post-Process VTAR" - in-game render

Concept Paintover of an engine shot

Concept Paintover of an engine shot

in-game render - responsible for architecture kit modeling / texturing - shaders for everything - 3d lighting and art direction creation

in-game render - responsible for architecture kit modeling / texturing - shaders for everything - 3d lighting and art direction creation

in-game render - responsible for architecture kit modeling / texturing - shaders for everything - 3d lighting and art direction creation

in-game render - responsible for architecture kit modeling / texturing - shaders for everything - 3d lighting and art direction creation

Concept Paintover of an engine shot

Concept Paintover of an engine shot

Concept Paintover of an engine shot

Concept Paintover of an engine shot

Concept Paintover of an engine shot

Concept Paintover of an engine shot

various thumbnails

various thumbnails

various thumbnails

various thumbnails

Pre-planning thematics / references for the different areas in the map

Pre-planning thematics / references for the different areas in the map

3d map file downloaded, before curling asset to fit onto the Dyson Sphere

3d map file downloaded, before curling asset to fit onto the Dyson Sphere