For my capstone project "Lucid Glitch" , I worked as the Team Leader, Concept Creator, Environment Designer, 3D Modeler, Texturing and Lighting/Post production artist. The environments I was responsible for was the main character’s apartment.
My goal was to create a space that felt dirty / depressed. I wanted to use lighting, atmosphere, and material definition to make it emotionally connected to the story.
I focused on achieving the necessary shapes and details through texturing. I developed the materials and shaders using V-Ray. I used a combination of controlled lighting, volumetric fog, shadows, and subtle post-processing to establish the mood.
To establish a distinctive stylised visual language, I chose to hand-paint the wall surfaces throughout the environment rather than rely on standard procedural materials.
I created the custom painted textures in Substance 3D Painter, developing and using stylised brushes to build up the hand-painted details, surface variation, and imperfections. This approach allowed me to maintain a consistent artistic style while giving each surface a more organic and handcrafted appearance.
The final textures were then integrated into 3ds Max and combined with V-Ray materials and shaders. I also worked with the material setup and lighting to ensure the hand-painted textures responded effectively to the scene lighting and maintained the intended look in the final renders.
I created the custom painted textures in Substance 3D Painter, developing and using stylised brushes to build up the hand-painted details, surface variation, and imperfections. This approach allowed me to maintain a consistent artistic style while giving each surface a more organic and handcrafted appearance.
The final textures were then integrated into 3ds Max and combined with V-Ray materials and shaders. I also worked with the material setup and lighting to ensure the hand-painted textures responded effectively to the scene lighting and maintained the intended look in the final renders.
All these assets were created by me, including the initial ideation, modelling, UV unwrapping, texturing, shader development, and rendering.
These assets are intended for use within the environment of our project.
In addition, I developed a matte painting for the character’s bedroom environment to support the visual background of the scene.
In my role as team leader, I oversee and manage all project documentation, including planning materials, style guides, the production bible, session and progress trackers, feedback documentation, the Gantt chart, and audience testing preparation. All of these documents were created and maintained by me to ensure an organized and structured production workflow.