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Village Envrionment

I used this project to understand the Trim Sheet Workflow and how to incorporate it within my modeling practice. These were my first attempts at making such trim sheets - also my first attempt at creating textures in Substance Designer and lighting assets within Unreal Engine. Done over a 6 week period, this project was an invaluable learning experience on my journey to discover and research new processes for my development as a 3D Environment Artist.

I used the skydome light and a point light to achieve a dramatic  finish - the most successful from that batch displayed here!

I used the skydome light and a point light to achieve a dramatic finish - the most successful from that batch displayed here!

My collection of props for the scene

My collection of props for the scene

My early ideas for making modular assets to assemble the scene's architecture - some of these ideas were recycled/repurposed in the final staging.

My early ideas for making modular assets to assemble the scene's architecture - some of these ideas were recycled/repurposed in the final staging.

(Normal Map) First trim sheet used for the architecture and tiled texture for smaller details like the iron rods.

(Normal Map) First trim sheet used for the architecture and tiled texture for smaller details like the iron rods.

Ambient Occlusion (HBAQ) Map

Ambient Occlusion (HBAQ) Map

Height Map

Height Map

Color Map

Color Map

Node Structure used for my first Trim. I used a color mapping workflow to map the textures on my trim sheet within Substance Designer.

Node Structure used for my first Trim. I used a color mapping workflow to map the textures on my trim sheet within Substance Designer.

Trim Sheet #2! My laptop's specs can't handle the first one's rendering within Designer - to be updated in the future!

Trim Sheet #2! My laptop's specs can't handle the first one's rendering within Designer - to be updated in the future!

(Normal Map)  My second trim used for the wood assets in my scene, flooring, and wall backdrops.

(Normal Map) My second trim used for the wood assets in my scene, flooring, and wall backdrops.

Ambient Occlusion (HBAQ) Map

Ambient Occlusion (HBAQ) Map

Height Map

Height Map

Color Map

Color Map

Node Structure used for my second trim. Since this was my first time, I wanted to see which nodes I could re-use to construct the color, roughness, and metallic maps.

Node Structure used for my second trim. Since this was my first time, I wanted to see which nodes I could re-use to construct the color, roughness, and metallic maps.