Botamist environment

Timelapse

The first thing I did was creating a multipurpose Master Material, which have a material selector slider and the ability to change the color using parameters

This was the real time saver. A mesh array blueprint that let me switch between the various pieces. I just needed to set up two or three houses in a couple of minutes and change the array index and voilà another house!

One of the last thing I did was creating a custom Kuwahara filter, that will be applied based on distance and shadow part of the image

The main beauty shot without the  custom Kuwahara filter

The main beauty shot without the custom Kuwahara filter

46 pieces - The modular kit for the houses

46 pieces - The modular kit for the houses

The "hero assets" of the scene, meaning I didn't use the modular kit for those

The "hero assets" of the scene, meaning I didn't use the modular kit for those

28 pieces - Plants used for set dressings and for foliage

28 pieces - Plants used for set dressings and for foliage

Happy little trees!

Happy little trees!

The main enrichment pieces I did

The main enrichment pieces I did

Botamist environment

Environment project made as a 3° year project at the 3D Graphic course at A.I.V, under the teaching of Simone Silvestri (thank you for the patience and especially the help)
https://www.artstation.com/silvestri
I always loved making stylized stuff and while scrolling stuff here on Arstation I found out this amazing artist, Etienne Savoie
https://www.artstation.com/etienne74
I really loved his Potion House work so I used it as an ispiration for a personal piece. An alchemic botanist, a Botamist, that sells potions in a starting village for first time adventures.
Because it was my first Unreal full complete environment I wanted to explore the more technical side of an environment creation. Especially regarding materials and blueprints.
I was able, thanks to the help of the AIV teachers, to create a multipurpose master material that could let me switch between three different materials, based on a single RGBA texture and with editable colors.
Another big time saver in this project was creating a mesh array blueprint in which I literally dumped all my wall/roof textures meaning that after the greyboxing stage I just needed select a number and I could switch between the different wall/roof types
It was a pretty great experience that teached me a lot on both how relate to my art and what I want to do, so thank you again Simone for following me on those six months!

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