3D World

Tech Focus: Real-time environmen­ts

Incredible 3D artists take us behind their artwork

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Discover how Mustafa Hussein ensured his scene had a cohesive and grounded feel

GROUNDED FEEL IN REAL-TIME ENVIRONMEN­TS

Achieving the grounded feel and the cohesivene­ss of this environmen­t was really challengin­g. I used many techniques, starting with simple debris geometry I put in the corners between the ground and walls, which have a dithering material to blend the edges. I also used the vertex paint to paint plaster and dirt in the corners to make contact areas more logical, and adding decals in the edges was enough to make them feel really cohesive. For the ground I also added debris and rubble to achieve that feeling.

 ??  ?? SHANASHEEL OF BAGHDAD
Software Unreal Engine 4, 3ds Max, Substance Painter, Substance Designer, Zbrush, Marvelous Designer, Photoshop Year made 2021
SHANASHEEL OF BAGHDAD Software Unreal Engine 4, 3ds Max, Substance Painter, Substance Designer, Zbrush, Marvelous Designer, Photoshop Year made 2021
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 ??  ?? Mustafa Hussein artstation.com/nugreon
Mustafa Hussein is a self-taught 3D environmen­t artist, currently working for Al-joud Studio as well as freelance on a variety of projects.
Mustafa Hussein artstation.com/nugreon Mustafa Hussein is a self-taught 3D environmen­t artist, currently working for Al-joud Studio as well as freelance on a variety of projects.

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