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Venice

A look at a hyperreal venetian street. Based off a real street in Venice modified to add extra visual interest to the scene. I like the feel of Venice as historical architecture, time and water collider. 

Rendered in Unreal engine, responsible for all aspects except foliage.

Artwork

Materials

A collection of materials made in Substance Designer then remixed in Unreal Engine using the material layer system. Rendered in Unreal Engine.

Breakdown - Post Process

Kit Pieces

A view of some of the kit pieces that went into making the environment.

Breakdown - Post Process

Material Layers Showcase

The best example in the scene for the power of material layers for custom texturing of objects in engine.

Breakdown - Post Process

Procedural window sills + bevel trims

Window blueprint for quick customization of windows. Additionally there are bevel trims to fake a bevel on the window frame and have different bevels per window.

Breakdown - Post Process

Procedural modeling tools

Pcg and blueprint tools made in engine to help with the set dressing process. Very useful to not have to go back and forth between unreal and maya.

Breakdown - Post Process

Edge-lip Blend

A material layer blend that fakes a normal and shadow between two layers faking the feeling of depth between the two.

Decal Color

Via using the decal color node, it allows for the usage of 4 different decals per decal instance, similar to custom primitive data.

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