Wrecked Ship

Large purple palm tree and some vines were created in Speedtree, most foliage was modeled, baked to a plane and textured in SP. 

The large door was created using tileables, vertex masks, decals and vertex painting.

Large purple palm tree and some vines were created in Speedtree, most foliage was modeled, baked to a plane and textured in SP.

The large door was created using tileables, vertex masks, decals and vertex painting.

Interior Key Shot. Using the foliage in both scenes really helped to tie them together.

Interior Key Shot. Using the foliage in both scenes really helped to tie them together.

Battery Station. This prop was created with tileables and vertex masking for the large sections, and 2 2k textures for the HVAC units and computer terminal.

Battery Station. This prop was created with tileables and vertex masking for the large sections, and 2 2k textures for the HVAC units and computer terminal.

Battery Station Close up (animated shader). Three panning textures and a fresnel mask are the core of the shader.

Battery Station Close up (animated shader). Three panning textures and a fresnel mask are the core of the shader.

Interior Rear.

Interior Rear.

Flythrough (Audio track credit to a very talented friend)

This is the battery shader I created with a lot of help from my instructor. I was able to use this in a few interesting ways in the scene.

There are 3 packed 512k masks panning, a shallow and deep mask, the third mask was used for the falling embers.

Detail Lighting and Roughness

Detail Lighting and Roughness

My base materials. I used these as tileables, for vertex material blends and SP base layers for props. It helped keep things consistent between the scenes. 

Some showcase the material at two stages as they might blend with a mask.

My base materials. I used these as tileables, for vertex material blends and SP base layers for props. It helped keep things consistent between the scenes.

Some showcase the material at two stages as they might blend with a mask.

Kit and Props

Kit and Props

Wrecked Ship

My second real-time environment, I am really starting to enjoy this! My major goal with this project was to work on a scene that contained many of my fears to overcome as an environment artist: creating foliage, unreal engine shaders and texturing larger props/objects. An additional challenge was using two different pieces of concept art and making sure both scenes felt connected and part of the same world.
I feel that I have completed these goals and in doing so, I am much more confident at approaching unfamiliar problems.
This scene is loosely based on Super Metroid...an alien planet, ancient tech, a corrupting agent set in a mysterious, lonely atmosphere. It was fun to imagine this scene in that way and it helped me to "loosen up" on the concepts and take some creative license.
I want to thank my instructor Johnny Malcolm https://www.artstation.com/johnnymalcolm. It was really invaluable to learn from him, he taught how to understand the base concepts and math as opposed to memorizing a couple of nodes and values. I was able to take what he taught every week and apply it in new and unexpected ways. It really helped me be more creative in my approach to texturing/shading the environment.
A special thanks to my fellow classmates at Think Tank Training for their constant inspiration, and of course the talented concept artists I used as reference for the scenes:
https://www.artstation.com/artwork/3oL0xm
https://www.artstation.com/artwork/VEwWR