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Based on this concept by Chen. https://www.artstation.com/artwork/xJwkZW

A foray into some environment art assets using a bunch of tools and techniques I've been slowly building over the past year at my job making assets for a game with much more limited memory footprint and processing power. Wanted to flex the muscles of being able to have several texture maps and a distant horizons like more powerful games do.

I plan to drop this stuff over on the unity asset store but first I want to put together a more standardized set of building parts since the kit here was just built to match the concept and has a few drawbacks here and there when you actually go to start making new buildings with it.

Check out my twitter for all my WIP updates on this project and future stuff. https://twitter.com/JustinTPhillips

with a video you can see how the trees sway and the smoke add a little life to the scene

The building was made with a modular set of parts so it is possible to make other buildings with them, not just this one from the concept.

The building was made with a modular set of parts so it is possible to make other buildings with them, not just this one from the concept.

A background building made using the modular kit

A background building made using the modular kit

A background building made using the modular kit

A background building made using the modular kit

A background building made using the modular kit

A background building made using the modular kit

With shader graph I made vertex color masking shaders for the building, foliage shader that blows in the wind, and triplanar materials for rocks and cliffs.

With shader graph I made vertex color masking shaders for the building, foliage shader that blows in the wind, and triplanar materials for rocks and cliffs.

This great concept from Chen.  https://www.artstation.com/artwork/xJwkZW
was my starting point. I like to break objects down by color-coding materials.

This great concept from Chen. https://www.artstation.com/artwork/xJwkZW
was my starting point. I like to break objects down by color-coding materials.

Height blending graph made following this tutorial https://tinyurl.com/2b3fs784

Height blending graph made following this tutorial https://tinyurl.com/2b3fs784

foliage texture built from this tutorial https://tinyurl.com/3vur4pax but modified to use vertex colors instead of the simple UV space so it works for complex geometry

foliage texture built from this tutorial https://tinyurl.com/3vur4pax but modified to use vertex colors instead of the simple UV space so it works for complex geometry

Black is still, red will sway back and forth.  I also add yellow to the tips of the branches for a second layer of small vertical wiggling.

Black is still, red will sway back and forth. I also add yellow to the tips of the branches for a second layer of small vertical wiggling.

vertex color tint shader for misc objects to remap RGBCMY vertex colors to any color tint on objects

vertex color tint shader for misc objects to remap RGBCMY vertex colors to any color tint on objects

The concept included some orthographic drawings, but I ended up tweaking them to fit the 3D space

The concept included some orthographic drawings, but I ended up tweaking them to fit the 3D space

basic blocking out of forms

basic blocking out of forms

converting the blockout to a 1 meter grid

converting the blockout to a 1 meter grid

exploded view of all the parts of the building

exploded view of all the parts of the building

getting the materials on as I make each part

getting the materials on as I make each part

I exported the house both as a single object and as all of it's sub-objects to make a modular kit in unity with prefabs and colliders etc

I exported the house both as a single object and as all of it's sub-objects to make a modular kit in unity with prefabs and colliders etc

starting to get the vibe of the scene

starting to get the vibe of the scene

I reconstructed the building using the parts system.

I reconstructed the building using the parts system.

Then added surrounding landscape and foliage.

Then added surrounding landscape and foliage.

And finally some post processing and background buildings, more foliage, etc.

And finally some post processing and background buildings, more foliage, etc.