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Level design completed in Unreal Development Kit as part of my Computer Animation degree, inspired by Cambodian ruins.
Modelling, texturing, lighting, normal maps and texture layering all done by me. Level was designed as several pieces which fit together in neat 1m x 1m tiles (Floor, roof) along with the pillars which straddle the corners.
ZBrush was used to create high-poly assets which were then used to project bump maps onto the low-poly geometry, then ambient occlusion was baked, and used as a starting point to create textures from scratch.
UDK's texture layering feature was used to paint moss at irregular intervals throughout the stonework to make it less obvious that the pieces repeated.
Level design completed in Unreal Development Kit as part of my Computer Animation degree, inspired by Cambodian ruins.
Modelling, texturing, lighting, normal maps and texture layering all done by me. Level was designed as several pieces which fit together in neat 1m x 1m tiles (Floor, roof) along with the pillars which straddle the corners.
ZBrush was used to create high-poly assets which were then used to project bump maps onto the low-poly geometry, then ambient occlusion was baked, and used as a starting point to create textures from scratch.
UDK's texture layering feature was used to paint moss at irregular intervals throughout the stonework to make it less obvious that the pieces repeated.