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Modelling

 project objective 

I am not an environment artist. These projects are meant to illustrate my interest in other disciplines. I enjoy learning their tools and techniques to inform my own work as a level designer.

This allows me to design spaces with elements like world-building, composition, lighting and atmoshphere in mind, as well as understand potential consequences my work may have on others further down the development pipeline.

 Trimsheets

About this project​​

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  • Learned through Tim Simpsons trimsheet tutorial series 

  • Low-poly wall modelled in 3ds Max

  • High-poly wall sculped in ZBrush

  • Used Orb and MarbleDamage brushes for details

  • Textured in Substance Painter

  • Applied to models in UE4

  • Fountain base mesh also by Tim Simpson

Workflow.JPG

 Explaining the workflow as part of a student assessment

Pre-viz

 sketchup 

About this project​​

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  • Recreation of the Phantom Manor in Disney Land Paris

  • First time recreating a real structure using Sketchup

  • Focused on getting metrics right by dissecting the building first

  • Practiced making more intricate shapes within the tool
     

  • This was the ride that made me want to become a theme park ride designer when I was 6 years old!

Schermafbeelding 2021-11-12 134816.JPG

Phantom manor in disney land paris

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First sketchup building

modelling & texturing

About this project​​

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  • Blender was used to model the Torii gate 
     

  • Blender, Zbrush and Substance Painter were used to create the wall. It was my first attempt at making a trimsheet, based on on a tutorial by Tim Simpson (a newer version can be found above)
     

  • In both cases, Substance Painter was used to apply materials, add detail, and paint in height information with alpha stencils

Schermafbeelding 2021-08-10 134717.jpg

torii gate: blender & substance painter

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trim sheet made in 2018: blender, zbrush, substance painter

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©2020 by Jamie ten Hove

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