FAN ART Destiny 2 Inspired Diorama - "Nessus" 2023/24

Final Render 1

Final Render 1

Final Render 2

Final Render 2

Final Render 3

Final Render 3

Final Render 4

Final Render 4

Final Render 5

Final Render 5

Final Render 6

Final Render 6

Unreal Engine 5 - Perspective View

Unreal Engine 5 - Perspective View

Unreal Engine 5 - Perspective View UNLIT

Unreal Engine 5 - Perspective View UNLIT

Unreal Engine 5 - Perspective View WIREFRAME

Unreal Engine 5 - Perspective View WIREFRAME

Unreal Engine 5 - Perspective View DETAIL LIGHTING

Unreal Engine 5 - Perspective View DETAIL LIGHTING

Unreal Engine 5 - Perspective View LIGHTING ONLY

Unreal Engine 5 - Perspective View LIGHTING ONLY

Unreal Engine 5 - Perspective View LUMEN SCENE

Unreal Engine 5 - Perspective View LUMEN SCENE

Concept Idea draft - Photoshop

Concept Idea draft - Photoshop

"SM_Vex_Block_1" - Low Poly - Wireframe + UVs

"SM_Vex_Block_1" - Low Poly - Wireframe + UVs

"SM_Hero_Asset_1" - Low Poly - Wireframe

"SM_Hero_Asset_1" - Low Poly - Wireframe

 "SM_Hero_Asset_1" - UVs

"SM_Hero_Asset_1" - UVs

"SM_Hero_Asset_2" - Low Poly Wireframe + UVs

"SM_Hero_Asset_2" - Low Poly Wireframe + UVs

"SM_Pedestal" - Low Poly Wireframe + UVs

"SM_Pedestal" - Low Poly Wireframe + UVs

"SM_Pedestal" - High Poly Comparison

"SM_Pedestal" - High Poly Comparison

"SM_Pylon" - Low Poly Wireframe + UVs

"SM_Pylon" - Low Poly Wireframe + UVs

"SM_Pylon" - High Poly Comparison

"SM_Pylon" - High Poly Comparison

"SM_Modular_Vexstone_1" - UVs

"SM_Modular_Vexstone_1" - UVs

"SM_Modular_Vexstone_2" - UVs

"SM_Modular_Vexstone_2" - UVs

"SM_Grass" Foliage Mesh

"SM_Grass" Foliage Mesh

"Leaves" Foliage Mesh

"Leaves" Foliage Mesh

Structured production process for the baking of my foliage tree asset. Utilising Maya for the Low Poly and  UV map, to Zbrush for a high poly bake to then Substance Painter for texturing.

Structured production process for the baking of my foliage tree asset. Utilising Maya for the Low Poly and UV map, to Zbrush for a high poly bake to then Substance Painter for texturing.

Structured production process for the baking of my foliage rock asset. Utilising Zbrush for Low Poly and High Poly, alongside a UV map. This was achieved by utilising DecimationMaster and UV Master, with a high/low FBX export and baking within painter.

Structured production process for the baking of my foliage rock asset. Utilising Zbrush for Low Poly and High Poly, alongside a UV map. This was achieved by utilising DecimationMaster and UV Master, with a high/low FBX export and baking within painter.

"SciFi_Greeble" Substance Designer Material (Height Displacement)

"SciFi_Greeble" Substance Designer Material (Height Displacement)

"Dirt_Ground" Substance Designer Material (Height Displacement)

"Dirt_Ground" Substance Designer Material (Height Displacement)

"Concrete" Substance Designer Material (Height Displacement)

"Concrete" Substance Designer Material (Height Displacement)

Sending each respective PBR material from Designer to Substance Painter in the form of a malleable "Smart Material". The Ground material was exported as a packed ORM map alongside its height map that was utilised within a landscape material within Unreal.

Sending each respective PBR material from Designer to Substance Painter in the form of a malleable "Smart Material". The Ground material was exported as a packed ORM map alongside its height map that was utilised within a landscape material within Unreal.

"SM_Vex_Block_1" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Vex_Block_1" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Pylon" - Substance Painter Layers - (Concrete imported from Designer)

"SM_Pylon" - Substance Painter Layers - (Concrete imported from Designer)

"SM_Modular_Vexstone_1" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Modular_Vexstone_1" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Modular_Vexstone_2" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Modular_Vexstone_2" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Pedestal" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Pedestal" - Substance Painter Layers - (Concrete & SciFi_Greeble imported from Designer)

"SM_Rock" - Substance Painter Layers

"SM_Rock" - Substance Painter Layers

"SM_Tree" - Substance Painter Layers

"SM_Tree" - Substance Painter Layers

"SM_Hero_Asset_1/2 - Substance Substance Painter - (SciFi_Greeble imported from Designer)

"SM_Hero_Asset_1/2 - Substance Substance Painter - (SciFi_Greeble imported from Designer)

"SM_Hero_Asset_1/2 - Substance Substance Painter - (SciFi_Greeble imported from Designer)

"SM_Hero_Asset_1/2 - Substance Substance Painter - (SciFi_Greeble imported from Designer)

Baking Settings - Texture Resolution set at 4k (Power of 2). - Antialiasing x64, Frontal/Rear distance relative to each asset. With each highpoly added per asset.

Baking Settings - Texture Resolution set at 4k (Power of 2). - Antialiasing x64, Frontal/Rear distance relative to each asset. With each highpoly added per asset.

Custom substance painter export packaging for each textured asset that needs a height map alongside an ORM map packing, occlusion,roughness and metallic. This also included an unused ORD export from designer for it's use in vertex painting in unreal.

Custom substance painter export packaging for each textured asset that needs a height map alongside an ORM map packing, occlusion,roughness and metallic. This also included an unused ORD export from designer for it's use in vertex painting in unreal.

Texture maps in unreal for each asset, including custom alpha maps for a foliage master material harnessing a opacity mask wind speed, strengths and weight. ORM maps and height maps.

Texture maps in unreal for each asset, including custom alpha maps for a foliage master material harnessing a opacity mask wind speed, strengths and weight. ORM maps and height maps.

Example of a 4096x4096 ORM map compressed/displayed in 2k with disabled sRGB to fix artifacts and visual imperfection in terms of the roughness. This also helped with drawcalls and keeping UVs to one UDIMM helped in terms of optimisation.

Example of a 4096x4096 ORM map compressed/displayed in 2k with disabled sRGB to fix artifacts and visual imperfection in terms of the roughness. This also helped with drawcalls and keeping UVs to one UDIMM helped in terms of optimisation.

Example of a 4096x4096 Basecolour map compressed/displayed in 2k with disabled sRGB to fix artifacts and visual imperfection in terms of the roughness. This also helped with drawcalls and keeping UVs to one UDIMM helped in terms of optimisation.

Example of a 4096x4096 Basecolour map compressed/displayed in 2k with disabled sRGB to fix artifacts and visual imperfection in terms of the roughness. This also helped with drawcalls and keeping UVs to one UDIMM helped in terms of optimisation.

Complete set of materials. including Opaque master material with public parameters for normal strength, height strength, UV scaling. Material instances for each asset and a ground material for landscape mesh.

Complete set of materials. including Opaque master material with public parameters for normal strength, height strength, UV scaling. Material instances for each asset and a ground material for landscape mesh.

Foliage instanced grass actor.

Foliage instanced grass actor.

Foliage instanced rock actor.

Foliage instanced rock actor.

"NS/NE_Vortex" Via Unreal Niagara VFX

"NS/NE_Vortex" Via Unreal Niagara VFX