Link to my ArtStation portfolio :)
Hello, I'm a student artist currently studying Game and Animation Design, at degree level, in the UK. Currently, my main focus is on prop
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Not today Justin

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Misplaced Lens Cap

if i look back, i am lost
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@reasonart
Link to my ArtStation portfolio :)
Hello, I'm a student artist currently studying Game and Animation Design, at degree level, in the UK. Currently, my main focus is on prop

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Im Back!
Finally managed to regain access to this account, so can hopefully start posting again :)
03/03/2023 - Official Hand in
---------------------------Mini Art Book------------------------------
The 03/03/2023 was the official hand in date for my creative independent module. I had a lot of fun with this project and learn some tech that I will definitely be taking into future projects. However this isn't the end of this project for me. I still would like to zhuzh the scene up by adding more props and maybe a background?
Here is what the mini-artbook looked like, took some pages out because it was too long for one Tumblr post otherwise:
24/02/2023 - Parallax Occlusion
------------------------ Parallax Occulsion ------------------------------
While I am pleased with how this project is looking so far, one element that has irked me is how simple, flat and boring the base modelling is for my modular pieces. When I started my independent module I had no clue as to how to make modular environmnets, so kept everything as simple as possible. In fact this project has been a lot of first for me and looking back its nice seeing how quickly your knowlegde and skills can improve over a project. However I still want my finished project to look nice and to keep up with my current standards. Sadly I only have a week left until this projects submission date, so don't have enough time to go back and re-model all the pieces I want to.
So speaking to my teacher about this issue, he introduced me to a technique called Parallax Occlusion Mapping (POM). I don't fully understand the tech behind POM, but heres what I know so far:
Parallax Occlusion Mapping evolved from Parallax Mapping which is an enhancement of Normal maps.
POM is another way to fake geometry by using height maps to displace the surface, creating the illusion of 3D on a 2D surface.
POM is rendered in real time and is calucated using the position of the players view in combination with the height map so can be very intensive on a PCs processing power.
Looks cool when used correctly
(Please feel free to correct me if I've gotten any of this incorrect :D)
The easiets and most effective example of the changes POM made to my scene was when I applied POM to my floor texture.
Left is with POM, Right is using normal maps alone:
I also applied POM to my trimsheet, which helped to make the carving sections pop out.
Here is the blueprint I was given to add POM to my textures:
I then created a material instance from the master material, which allowed me to play around with the material parameters to create the effect needed for each material.
------------------------------Bibliography--------------------------------
Introduction Parallax occlusion mapping is a technique that reduces a geometric model's complexity by encoding surface detail information i
I'm a junior 3D artist, and I've found "The ultimate be-all end-all normal mapping thread" by Per128 incredibly useful.
24/02/2023 - The Roof Is On, and Decals
------------------------------- The Roof ------------------------------------
My next focus for this project was to finally add the roof to my building. This part of the project had a few issues, specifically around exporting and importing the model from Maya to Unreal. Like the rest of my modular pieces, I created and UVed the roof models in Autodesk Maya and then exported them into the unreal engine. Usually this works fine, but for some reason when exported into Unreal the pieces would not snap perfectly together like they did in Maya. This is an issue that I need to be aware of going into other projects, and if you have any idea of how to avoid this issue in future please feel free to comment :)
(The thatch was created in multiple pieces which I combined to export as an FBX. The base model was made from a single cube which I extruded and moved the edges around to create the basic shape of the roof. To add more detail and to replicate the layered look of thatch, I added single planes with one extruded edge. To texture these plane sections I reused the thatch texture I got from Quixel Megascans, however I took taht texture into substance painter where I cut it into strips using a black opacity mask.)
I was told since the beginning of this project that thatch is a difficult material to emulate due to its organic nature. However for a first go I am happy with the results that I created, and I now have enough basic knowledge to improve on the technique in future projects.
Below are screenshots taken in Autodesk Maya, due to the darkness of the thatch texture I had to turn up the brightness in Maya. Bottom image shows wireframe enabled.
Corner piece:
Slope/middle piece:
-------------------------------- Decal ------------------------------------
I have also started drawing the decals which will be used to add the painted details seen in my concept art for this project (which I just realised I haven't posted yet!). While I would have liked to designed my own version of the godess, im very close to my deadline for this project. So instead I'm tracing the design of this artwork I found online. (ALL CREDIT GOES TO THE ORIGINAL ARTIST)
Online reference:
My decal:

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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16/02/23 - Hero Assets and Emissive Textures
(Oops bit late posting, but better late then never!)
Hero Assets -
Modelling and texturing of the 4 hero assests needed for this building is now complete. They all use the same trim sheet as the rest of the building so that if any texture changes are needed they will continue to be uniform in apperance. In order to finish these assets, I now need to create the "Godess" and "Sign/Logo" decals.
Emissive Textures -
I changed the texture used for the inside of the windows to use "emissive" instead of "base colour" this simulates indoor lighting giving the building a lived in appearance. The effect is very basic but I'm close to the end of this project, so i'll work on the effect in the next one :)
Day Time:
Night Time:
08/02/2023
Independent Project - Mesoamerican Building
Some progress screenshots taken in Unreal Engine 4.
At this point all the modular wall pieces that make up the main building and platform have been completed. Just might need to tweak the trim sheet in future.
Happy with the progress so far, just the roof, decals, plants, and props to go :)