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Level walk through

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Vessyl Logo.png

Note: This is not the final version of the environment. This is a snapshot of the current level
structure and architecture.

As my most advanced project yet, Vessyl has pushed me to understand so much more about level and environmental design. From understanding the impacts of verticality and scale on free-flow combat, to taking advantage of Unreal 5.4's material and post processing systems for visuals and style.

This project is by no means done however, and the following 2 months will see me modeling out and finishing these levels with hand made models and much more

A Bit-ful Past

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After working on modeling and various environmental effects, I started to look at shaders and Post Processing effects within Blender 4.0. The Left environment uses a combination of Cel-shading and Toon-Shading to achieve a cartoon like effect

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House Dream

My first time working with hair & water simulation,and an increased knowledge of Shaders within Blender 3.0. The materials and Shaders used within this project are among some of my favorite Ive ever made

Vacation Time

My first time working with Shader Nodes & Geometry modifiers within Blender 2.9. I really wanted to focus on more material depth and sub-surface scattering in combination with the geometry node system. This can be seen in the sand within the slight warm sub-surface glow, and the transparency and refraction within the water. This was all procedural, allowing me to generate different islands with some input fields and a press of a button.

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Outer World

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My very first experience with 3D modeling with Blender 2.7. I was really interested in bump maps and displacement maps. The cube illustrates the use of a combination of normal and bump maps, while the sand showcases a modified version of Veroni noise with use in a displacement map.

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