My heritage and background mean a lot to me. This is a Penang-inspired OW fanmap that is a futuristic representation of my culture, based off of this concept by Qi Xyuan Tan. I aim to make it a full scale, walkable environment in UE4; and use it as good learning experience for making tileable textures, trim sheets, and understanding scale within game engines. (WIP updates on Twitter)
Southeast Asian inspired fishing hut + cove.
At Airstrafe Interactive, I worked on their debut game Saleblazers.
My responsibilities included:
- made a fishing hut and cove: concept; low-poly models in Maya; sculpted tileable textures in ZBrush; textured in Substance Painter; laid out in Unity.
- modeled + textured modular walls, roof and trim modules for a custom building system.
- sculpted high poly sculpts in ZBrush to be baked onto low poly in-game models and made their respective textures.
Maya, Substance Painter, Photoshop CC, Unity
Under the mentorship of the amazing Weyrdworks team,
I learnt look development techniques, 3D art optimization for mobile, and hand painted and PBR textures.
I worked on translating a 2D game into 3D, and an interactive mobile WebGL museum experience.
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