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Lighthouse

This is the culmination of an environment piece I created for my portfolio VII course. I took inspiration from a concept art I found online, link: (https://www.pinterest.com/pin/207165651599060867/). Everything from the modeling, UVING, texturing and lighting was done by me. I utilized a couple of Megascans assets, such as the barrels, some of the wooden beams and the crate box.

Lighthouse far shot (Night)

Lighthouse far shot (Night)

Lighthouse bottom shot (Night)

Lighthouse bottom shot (Night)

Lighthouse closeup (Night)

Lighthouse closeup (Night)

Lighthouse far shot (Day)

Lighthouse far shot (Day)

Lighthouse bottom shot (Day)

Lighthouse bottom shot (Day)

Lighthouse closeup (Day)

Lighthouse closeup (Day)

Video Sequence of the environment

Full material node graph. This is the master material for everything inside the level. It comprises of layers in order to vertex paint a lot of the meshes to get the texture I wanted for each of them and break the tiling patterns.

Full material node graph. This is the master material for everything inside the level. It comprises of layers in order to vertex paint a lot of the meshes to get the texture I wanted for each of them and break the tiling patterns.

Material created in Substance Designer for the wood boards that make up the floor boards and the side house wooden planks.

Material created in Substance Designer for the wood boards that make up the floor boards and the side house wooden planks.

Breakdown shot (Day) 
These are all the meshes used in the day portion of the environment.

Breakdown shot (Day)
These are all the meshes used in the day portion of the environment.

Breakdown shot (Night)
The reason I divided them into day and night, is due to the god rays added to the night portion, which does not appear in the day time of the environment.

Breakdown shot (Night)
The reason I divided them into day and night, is due to the god rays added to the night portion, which does not appear in the day time of the environment.