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Crookback Bog - PBR Stylized

Crookback Bog is one of my favourite environments in a game, and PBR stylized artwork is one of my favourite art styles, so bringing the two together was a 'must-do' project for me and one I really enjoyed!

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In terms of creating the content, there was a focus on re-usable modular pieces, a versatile and detailed trim sheet, several tiling materials, a customisable atlas sheet, and Houdini Generators to both create and distribute the foliage/vegetation within the scene. This project really brought together the vast majority of industry standard game art creation techniques I've learnt over time.

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The majority of this project was created during the second semester of my final year at Staffs Uni, alongside 3 other projects simultaneously, which meant I had to create the content efficiently. Post-uni I wasn't entirely pleased with the result, and wanted to do Crookback Bog justice by pushing it further. I accumulated as much feedback as I could from peers, Discords, research and myself. I spent the last 1-2 months applying it all and I'm much happier with the result.

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This project also really emphasised to me the importance of post-production work to deliver the final 'oomph' which is often necessary to take a piece of work to the next level.

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The whole project was developed in Unreal Engine 4, however during the post production and presentation stage, Unreal Engine 5 came out. So the project was migrated over and all the main SS images, cinematic renders and walkthroughs are in real-time in Unreal Engine 5.

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Thank you very much for those who provided feedback throughout, and I hope you all enjoy!

Main Frame (SS_01)

Main Frame (SS_01)

SS_02

SS_02

SS_03

SS_03

SS_04

SS_04

Viewmodes from the main frame (SS_01)

Cinematic Sequence of Environement

Real-time UE5 walkthrough/gameplay of the environment (running on a GTX 970)

Houdini Foliage Cluster Generator Showcase

Tiling Materials

Tiling Materials

Trim Sheet - AO & Y axis position bakes of the buildings, scratches, and grunge, are all overlaid and customisable within the trim sheet master material for much more variation than what is seen above.

Trim Sheet - AO & Y axis position bakes of the buildings, scratches, and grunge, are all overlaid and customisable within the trim sheet master material for much more variation than what is seen above.

Atlas Sheet pg 01

Atlas Sheet pg 01

Atlas Sheet pg 02 (Houdini)

Atlas Sheet pg 02 (Houdini)

Tree Generator (Houdini)

Tree Generator (Houdini)