My design process starts with gathering all my associated reference material, blocking out the model, and constructing Topology, multiple UVs, and Texture before setting up the vehicle as a game-ready asset.
Learning about the characteristics of a vehicle is key to replicating a model accurately. From the many varied materials, ie; Alcantara velvet to tinted anodised steels, the distinct & dynamic physics of each vehicle type as well as component reusability, all play a part.
Assembled in Marmoset, modeled in 3DS Max, textured in Substance Designer
Assembled in Marmoset, modeled in 3DS Max, textured in Substance Designer
In-game Unreal engine shot, modeled in 3DS Max, textured in Substance Designer
In-game Unreal Engine shot, modeled in 3DS Max, textured in Substance Designer
Rendered & Modeled in Blender
Rendered and Modeled in Blender
Render & Modeled In Blender, textured in Substance Designer/Painter
Rendered in Unreal Engine 5, Modeled in Blender, Textured in Substance Painter
Rendered in Unreal Engine 5, Modeled in Blender, Textured in Substance Painter
Rendered in Unreal Engine 5, Modeled in Blender, Textured in Substance Painter
Rendered in Unreal Engine 5, Modeled in Blender, Textured in Substance Painter
Rendered in Unreal Engine 5, Modeled in Blender, Textured in Substance Painter
From the very beginning of my career in Game Dev, I have been lucky enough to delve straight into environment design. With help from my talented peers at Black Delta Studio, GMG, Zero One & MSG years I have gained extensive knowledge regarding what goes into creating a fully-fledged environment. Whether it’s creating a series of real-world environments from internationally renowned kart tracks, creating fictional but real-world-inspired mountain race courses, or simply re-mastering the home city environments in AOE.
Kartkraft environments would begin with point cloud data attained from laser scanning the site in question. I would then decimate the data and render the output in 3DS Max. From here, I can start to replicate the geometry and conform to the PointCloud. The next step typically would begin with modeling the larger components of the Track (Buildings, Structures, Fencelines) before the production of smaller assets such as props & decals. For texturing, I find Substance Designer to be the optimal program purely for its non-destructive workflows and consistent quality.
Meticulous planning & checklists aid my process in ensuring all environments are as close to their real-world counterparts as possible. This process applies equally to Fictional tracks to aid authenticity no matter whether the scene is intended for an AAA PC or an Indy mobile title.
Environments shown: UK, Australia, North America, Russia, Japan
Modeled in 3DS Max / Blender, Textured in Substance Designer / Painter, Rendered in Unity / Unreal Engine / Granny
Responsible for Environment & Lighting
Responsible for Environment, Lighting, Track construction and Props
Responsible for Environment, Lighting, Track construction, and Props
Responsible for Environment, Lighting, Track construction and Props
Responsible for Environment, Lighting, and Prop creation and placement
Responsible for Environment, Lighting, Track construction and Props
Responsible for Environment, Lighting, Track construction and Props
Responsible for Environment, Track construction, and Props
Responsible for Environment, Track construction and Props
Responsible for Environment, Track construction and Props
Responsible for Vehicle, Environment, Track construction, and Props
Features my unique kerbs, runoff concrete, and astroturf
Responsible for Vehicles, Environment, Track construction, and Props
Responsible for Environment & Structures
Responsible for Environment and Structures
Creating props is probably the most fun you can have in Game Art Production, Whether it’s creating a vehicle component, environment prop, or large structures.
My design process starts with gathering all my associated reference material, blocking out the model, constructing Topology and their UVs, before Texturing the asset and setting it up in engine as a game-ready asset.
Modeled in 3DS Max / Blender, Textured in Substance Designer / Painter, Rendered in Marmoset / Unreal Engine