


Shader Complexity

Elven Forest
2019 - 3 Weeks
Programs used;
- Photoshop
- Unreal Engine
- 3DS Max
- Zbrush
- Speed Tree
- Substance Painter
Originally this project was to take setting within a forest of giant trees with the elvish buildings extruding from trees connected by bridges. This quickly then changed to a more approachable woodland setting. I needed to learn new software such as speed tree to accomplish this environment in the allotted time of 3 Weeks. I also needed to source most of the materials from Quixel to keep efficient. I held with an English theme for the setting to keep it easier for me to replicate foliage and objects and place them within the scene.
I started with the terrain to grasp an indication of the layout. I used vector painting with world tessellation to achieve a realistic look to the floor. I then started to develop trees and assets around the theme of English Folk, seen in the Stonehenge lookalike monuments.
The main objective that I wanted to challenge was bringing the models within the scene together, and linking them to tell a story. The use of Ivy and moss was to not only age the models but also to connect them visually.
The scene is well optimised if not overusing foliage a little because I could afford it. With further tweaks of optimisation this scene could smoothly run on low spec PC's. Images 5 & 6 show some of the optimisation within my level.

Entrance to the Temple

The Temple

The Temple and Pond

Entrance to the Temple
Chinese Temple
2017- 2018 4 Months
Programs used;
- Photoshop
- Unreal Engine
- 3DS Max
- Zbrush
- Speed Tree
- Substance Painter
Detailed Log of the creation process available at -
http://caiburrowsfmp.blogspot.com/2019/03/
This was my first large 3D environment. This environment shows the improvement a year can make from here to the Elven Forest scene, saying this I really like the use of colours to balance and enhance the scene, and many other aspects of the environment. Everything in this project was hand modelled from the trees to the flowers. Which is reflected in the time it took to make the scene.
I chose the thematic style of China because I wanted to stray outside of my comfort zone at the time. I played around with various animation styles for the dragons, flags and flora. Looking back on this environment it is quite clear the amount of changes that should of been made. As a student new to the software and ideology of game creation I was proud of this creation at the time and still am for how little I knew.