






This is a fully functional game level built and rendered in Unreal Engine 4
Programs Used: Maya, 3D Studio Max, Mudbox, Zbrush, Photoshop, Xnormal, Substance Designer and Unreal Engine 4

This door was the first asset created. Modeled in Maya and textured in Photoshop. The normal was generated by Xnormal, based off a height map painted in Photoshop.
The Wall’s Normal Map was sculpted in Mudbox while the other maps were Photobashed in Photoshop.
I now use Substance Designer to get better results in half the time. I am looking forward to re-doing this scene.

The terrain was created using Unreal Engine’s Terrain Editor. I used a height map alpha created in Z brush as a base and made additional adjustments in engine.
The skybox matte painting was created by photobashing images of clouds in Photoshop, projecting them onto a sphere and then baking a cube map in 3D Studio Max.

The large AC unit on the left and radiator in the center are actually the same model. They are rotated, textured and placed differently so the player does not notice. I love finding creative ways to optimize games.

I used Decals in UE4 to create the tire tracks. The terrain material comprised of a, dirt, rocky dirt, grass and tile material.
This was my first experience using Decals and using the large Terrain Material. and it shows. I will have to pour a lot more hours into these tools before I start to get good results.