Andrew Booth 3D
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Recent Work In Progress

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In part 3 of this Still Life Project is to texture the asset so far so it wouldn't be such a major lengthy job later down the production line. This is done by exporting the UV Unwrapped scene from Maya into Substance Designer using the FBX format. With Substance Designer's graph style workflow, it gives a very efficient process to map out a good texture design and the iterate on  that design.

Using Substance Designer also  gives a very unique ability to expose any parameter within the nodes within the graph; which could be altered during game play using the games engine's script to create different iterations of the asset. The plan of using this feature within my Still Life Design is to either the asset age, wear and get destroyed as time go by within an animation or the viewer can alter this feature manually using a slider on the screen.

During texturing the scene within Substance Designers, issues within my methodology of the asset became apparent as the 'butterfly' effect occurred the walls of the scene. This as occurred because the UV shells is stacked on top of each other; although this is a problem if the material is basic but as more noise is added i.e dirt, crack and the brick layer etc. this becomes more noticeable. These could to be added as an additional dirt layer style planes with alpha channel but a rethink of the process is needed to prevent this 'butterfly' effect issue from occurring.
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Using Substance Designer during this stage also meant that the initial maps can be baked such as Ambient Occlusion Map, Normal Map, Position Map, Curvature Map and World Normal Map. This maps is then used in either filter/ wear nodes and output nodes such the Ambient Occlusion output node; which creates ambient shadows within the lighting.

Please click here to view the previous stages to this project.

Studio Experience

Toon Shader

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This game scene test is my most recent, at my independent Games Studio that I worked with wants to my a cel-shaded style third-person portal inspired game. As I never made a toon/ cel shader before I research-heavy research into this, there many flaws to the technique but the style and looks of the game look fantastic test it out in Unreal Engine.

Tire Barrier

This 3D scene prototype testing out modular tire barrier asset designed for a collaborative racing game project that I created using Maya & Substance Designer for an Independent Games Studio. Due to the project falling through, I wasn't able to take this model any further than a prototype stage.

Tire Barrier by Andrew Booth 3D on Sketchfab

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3D Features

Please Note: Models May Start At Standard Quality; Please Turn Texture Quality To HD For Best Viewing Experience

American_Seating by Andrew Booth 3D on Sketchfab

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Seating area for my American Diner Scene, Modeled in Maya and Textured in Substance Designer. This mini scene consists of 3 separate models with a total of 731 polys. It Also uses a PBR workflows with exposed Parameters that could be called in Unreal Engine 4.


PlayStation Happiness Still Life by Andrew Booth 3D on Sketchfab

This is Andrew's personal interpretation of happiness that I will be exhibiting at the Great Yarmouth College’s Alumni exhibit. The brief of the exhibit was to display a theme of happiness. To achieve this theme Andrew took the approach a moments fake happiness that occurs while playing video games. All assets modeled & UV mapped in Maya, and textured in Substance Designer using a Roughness/ Metallic PBR workflow.

Asset Library

Please Note: Models May Start At Standard Quality; Please Turn Texture Quality To HD For Best Viewing Experience

Dirty Old Sofa by Andrew Booth 3D on Sketchfab

Playstation 4 Controller by Andrew Booth 3D on Sketchfab

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This is a dirty old Sofa that Andrew modeled in Maya then sculpted in Mud-box. He then textured the asset using an Metallic/ Roughness PBR workflow in Substance Designer. Also he used Photoshop for texture correction and enhancement.
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This PlayStation 4 controller was modeled for a PlayStation Happiness environment. I modeled and UV mapped in Maya, then textured in Substance Designer. This model uses 1,800 polygons and 6 maps including Base, Roughness, Metallic, Ambient Occlusion and Emissive.
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