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  • Portfolio
    • Studio Releases
      • The Dark Pictures Anthology
      • The Persistence PSVR
      • Battalion 1944
      • Rising Storm 2: Vietnam
    • Environments/Props
      • Asylum Manicomio Di R
      • Office Desk Phone
      • Felix Potin Shopfront
      • Stylised Witches Hat & Broomstick
      • Gothic Mausoleum
      • Industrial Generator
  • Sketchfab
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All Posts in “Substance Designer”

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The Dark Pictures Anthology: Little Hope & House of Ashes

November 18, 2021 / No Comments

House of Ashes

House of Ashes is the third title in the Dark Pictures Anthology series from Supermassive Games. My main responsibility on this title was to work on the Inner temple sections explored in the early sections of the game. I had a limited amount of time working on this title as I was moved onto another internal project after a few months. I worked closely with both the design & environment team to help whitebox and plan the inner temple layout sections.
I spent some time at the beginning finding references for Persepolis ruins and statues. I then got to work creating props and substance materials to help bring the temple to life. I created numerous statues within the temple that can be seen in the screenshots below. I used ZBrush to sculpt the statues and then textured them using Substance Painter. I had a lot of fun making these statues and they look great in game. I also helped with substance designer material work for trim sections to be placed on the walls, floors, ceiling sections and pillars throughout the temple.
With the short amount of time I had on the project I believe I contributed a lot to the efforts of the team.
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Little Hope

Little Hope is the second title in Dark Pictures anthology and it was the first game I worked on in the series. I worked closely with both the environment and design teams to help build the colonial house in the prologue section of the game. I worked primarily to create props and set dress different rooms within the colonial house set in 1976.
I created the majority of the assets for both Megan’s and Tanya’s rooms. This involved set dressing and material work within UE4.
It was a huge collaborative effort and a joy to work on with the highly talented environment art team.
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Felix Potin Shopfront Reims Market

April 6, 2017 / Comments Off on Felix Potin Shopfront Reims Market

Felix Potin Shopfront

This is my interpretation of the Felix Potin Shopfront in Reims market square France in 1917. I could only find a handful of small photo references online so this started out as a difficult task from the get go. I planned out as much I could and drew up diagrams to guide me along the process, then got going.

The modeling process was fairly straight forward and the only real difficulty was knowing how to lay out the inside of the shop. Once I had the models ready I then brought the scene into Substance Painter. There were three unique texture sets to work on, (walls/ pavement/inner floor) (food/bottle set) as well as (signs/pipes/curtains/extras) the rest of it was tilable textures. I worked on these three sets back and forth giving each equal amounts of time.

Once ready then I imported the meshes as well as the textures into UE4 and set up a basic scene. The first screenshots shown below were rendered in UE4 and the second set were rendered in Marmoset Toolbag 3. I have included the reference images of the shopfront, these being the best images I could find.

Overall I am happy with the result and I really enjoyed putting this together. I feel that I created a grounded and realistic interpretation of the Felix Potin Shopfront in Reims market square.

Rising Storm 2: Vietnam Props

May 30, 2016 / Comments Off on Rising Storm 2: Vietnam Props

Rising Storm 2: Vietnam

Rising Storm 2: Vietnam is a first person multiplayer shooter for the PC created in the UDK engine. I worked as an environment artist for roughly 6 months in the studio working on this as well as other projects. Afterwards I spent a further 5 months working remotely creating more content for the game before the game was complete and released. I mostly created environment assets using a mixture of the Quixel Suite and Substance Painter. I helped to place certain assets within the levels as well as help with creating some small buildings. I feel as though I learned a lot about working in studio as well as remotely and the challenges that come along with it. All these assets where originally textured using specular and not the PBR workflow that’s used today. This was a little tricky for me to get the right look and feel as some of it was guess work. What I did was texture using PBR and then flip my work over to spec/gloss and compare the look and feel to what was correct.

Below you can see some screenshots of my work I did for Antimatter games as well as some interactive turntables of the assets.

Gothic Mausoleum

May 29, 2016 / Comments Off on Gothic Mausoleum

Gothic Mausoleum

I started a job at Antimatter Games in Falmouth as a 3D Environment Artist and this was my attempt at the art test they sent me. The brief was to create a Mausoleum, they left it to me to come up with ideas and designs. I felt that Gothic architecture was the ideal foundation for the mausoleum, I did a lot of research into what style traits Gothic buildings had. I looked mostly at mausoleums in London, there were a group in particular called the Magnificent Seven. These were seven large Victorian-era cemeteries with a lot of heritage as well as Gothic architecture. I did a lot of mood boards and picked out parts that I wanted to infuse into the final design. The design I settled on was a mixture of different parts that I liked from different mausoleums, I decided to keep it small to keep it manageable in the time I had. I spent roughly two weeks putting it together and importing it into UE4, I then packaged it up and sent it Antimatter Games and they were impressed with the result. It was an enjoyable experience and I learnt a lot whilst putting this together.

Below you can see some screenshots of the final result as well as an interactive turntable hosted on Sketchfab.

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