TECH ART
TECH ART
My tech art experience is largely focused on Environment Tech Art! I make complex materials with parameters to work in art direction or during gameplay, VFX that enhance environments, and procedural tools like splines to make set dressing easier.
Houdini VEX Code
These main 3 materials were built entirely within a wrangle node using VEX
Substance Designer and Unreal Engine 5
A new scene built using only materials I made the bases of in substance designer and applied weathering to with substance painter and the Unreal material editor
Unreal Engine 5
This breakdown showcases some of the VFX, lighting, and tools that went into creating a final environment!
Dynamic Pixelated Water Material
Unreal Engine Blueprinting
Some wacky looking cars to fit into an Overcooked and Mad-Max inspired game!
Our team wanted a bunch of unique enemy cars that looked mashed together for our colorful Mad-Max world, but we had limited time and assets, so I made a quick tool!
With just 3 unique wheels, 3 unique side add-ons, and 3 distinctive car models each made of a hood, body, and trunk mesh, we had the possibility for more than 162 different combinations.
The generator automatically randomizes from the provided array of mesh, and snaps them all into the correct position. All the artists have to do is to select the mesh they want the generator to choose from. It takes into account differences in height and width to place the side decals and tires so each car component doesn't need to be perfectly the same size.
It also randomizes the color and height of each car body, creating even more possibilities!