ENVIRONMENTS

Retro Futurism | Johnny Rocket '77

Modular prop library set in an alternate-history 1970s American Southwest — retro-futurism at its peak and already starting to decay.

Retro-Futuristic Gas Station Overview
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Retro-Futuristic Gas Station Overview
Retro-Futuristic Gas Station Overview
Retro-Futuristic Prop Showcase A
Retro-Futuristic Prop Showcase B
Retro-Futuristic Prop Showcase B
OVERVIEW
  • Hero asset: late-1950s American sedan modeled from period reference, capturing tailfin proportions, wraparound chrome bumpers, and panel line detail accurate to the era
  • Environment anchored by a weathered Googie diner, desert highway, and faded World’s Fair billboard — assets built to reinforce a coherent fictional timeline
  • Paint & Rust material system drives surface aging across all props via single-parameter control — clean showroom to sun-bleached and corroded without material swaps
  • Modular construction allows flexible scene assembly; shared material parameters maintain visual consistency across interior and exterior asset variations
SOFTWARE
Maya
Blender
Substance Painter
Unreal Engine 5
FOCUS
Environment Art
Modular Prop Design
Retro-Futurism
Dystopian Americana
Scene Integration

LAKESIDE CABIN

Real-time modular environment built in Unreal Engine 5, focused on terrain integration, architectural consistency, and performance-conscious scene construction.

Lakeside Cabin Environment
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OVERVIEW
  • Built cabin, bridge, and watermill as a reusable modular kit for rapid scene assembly and consistent architectural language
  • Sculpted terrain from GIS-sourced Tatra Mountain heightmap data with region-accurate foliage distribution and runtime density control
  • Maintained uniform texel density across all assets at 10.24 px/m for consistent visual scale and shading behavior
  • Selective Nanite and tuned LOD budgets preserved real-time performance while maintaining visual fidelity; Lumen handled interior/exterior lighting without baking
SOFTWARE
Unreal Engine 5
Maya
Substance Painter
FOCUS
Environment Art
Modular Design
Terrain Sculpting
Foliage Systems
Lighting
Real-Time Optimization

FRENCH INSPIRED PLAZA

Historically grounded modular urban environment emphasizing architectural accuracy, efficient asset reuse, and optimized real-time rendering.

French Inspired Plaza
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OVERVIEW
  • Developed a full architectural kit from historical French reference, modeled at real-world scale for accurate spatial proportions and period consistency
  • High-poly sculpts and photogrammetry scan data baked into ~10K tri real-time assets, preserving period surface detail at game-engine cost
  • Sourced and integrated scan-based materials to ground surface definition in physically accurate, period-appropriate texturing
  • Assembled full plaza layout using modular kit with controlled prop distribution to maintain visual hierarchy and period authenticity
SOFTWARE
3ds Max
ZBrush
Substance Painter
V-Ray
FOCUS
Architectural Modeling
Historical Research
3D Scanning
Urban Composition
Procedural Texturing
Period Prop Creation

WW1 TRENCH

Cinematic WW1 environment reconstructing a French sector in real-time, built for atmospheric storytelling through period-accurate asset construction and deliberate composition.

WW1 Trench Environment
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OVERVIEW
  • Modeled complete trench system — terrain, dugouts, and props — sourced from real WW1 French sector references for structural and material accuracy
  • Populated the scene with period-correct assets including French equipment, Polish Blue Army volunteer as focal figure, era-appropriate recon aircraft, and time-accurate armor
  • Hand-painted dirt and grime layered across surfaces for material authenticity; parallax fog used to simulate atmospheric motion within a static real-time frame
  • Composed scene depth from ground to sky using spatial hierarchy and targeted lighting to lock focus on the central figure within a single-frame presentation
SOFTWARE
Maya
ZBrush
Substance Painter
Marmoset Toolbag
FOCUS
Environment Art
Cinematic Composition
Historical Research
Prop Modeling
Atmospheric Lighting

TECHNICAL PROJECTS

URBAN GEN

Procedural city generation system built in Blender Geometry Nodes for terrain-aware urban layout at production scale.

Urban Gen Environment
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OVERVIEW
  • Handles millions of placement points live with zero committed geometry until export — entire city blocks recalculate in seconds with no baking or reprocessing
  • Vertex color zoning paints residential, commercial, and agricultural density simultaneously onto lot meshes; zone boundaries blend organically where channels overlap
  • Terrain conforming raycasts each distribution point against the target mesh, extracting exact surface position so every structure sits flush regardless of slope or elevation
  • Parcel subdivision prevents footprint overlap and reads as deliberate urban planning rather than procedural scatter; road setback, proximity masking, and cardinal rotation quantization included
SOFTWARE
Blender
Geometry Nodes
Procedural Systems
FOCUS
Technical Environment Art
Procedural Tool Development
Urban Visualization
Pipeline Optimization
Layout Generation

MODULAR PAINT & RUST SYSTEM

Mask-driven procedural wear system built in Substance Designer, deployed as a ready-to-use material instance across UE5 and Unity.

Modular Paint & Rust System
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OVERVIEW
  • Single slider drives full material state from clean paint to heavy corrosion via LERP-blended grayscale masks
  • Paint color and rust intensity are independently controllable parameters, enabling real-time surface variation without modifying the graph
  • Mask-driven wear follows surface logic — corrosion accumulates based on physically plausible exposure rather than procedural scatter
  • Exports directly into UE5 and Unity with no per-asset setup required; functions as a drop-in material instance
SOFTWARE
Substance Designer
Unreal Engine 5
Unity
FOCUS
Technical Art
Shader Logic
Procedural Texturing
Material Systems
Engine Integration

PROPS

OMAFIET BICYCLE

Hard-surface model precise enough to 3D print at 1:32 scale and CNC-machine select components — built at the intersection of rendering and fabrication.

Omafiet Bicycle Full Scene
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Side View
Front View
Details Close-Up
Details Close-Up
OVERVIEW
  • Bridges 3D art and physical fabrication pipelines — usable as both a rendering asset and a manufacturing reference
  • Component-level modeling based on mechanical assembly logic — parts are structurally independent and accurately proportioned at real-world scale
  • Frame geometry verified printable at 1:32 scale; select components such as the bell are CNC-machinable with minimal rework in SolidWorks
  • PBR materials developed with multiple color variations, presented in Marmoset Toolbag for accurate surface response across finishes
SOFTWARE
Blender
Substance Painter
Marmoset Toolbag
FOCUS
Hard-Surface Modeling
3D Print Design
Product Visualization
PBR Materials
Personal Fabrication

MILITARY HARD SURFACE

Collection of military hard-surface assets built for game-ready use, focused on material accuracy, surface differentiation, and tight UV discipline.

Military Hard Surface Assets
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Asset 1
Asset 2
Asset 3
Asset 4
OVERVIEW
  • Assets include M4A1, Colt .357, NVGs, and weapon sights — modeled from real-world mechanical reference with usage-driven wear and detail placement
  • Three metal states (bare, scratched, anodized) plus painted, glass, and fabric materials developed with physically grounded response
  • Maximum 2 UDIMs per mesh enforced across all assets for optimized game-engine integration
  • Consistent texel density and shared material language maintained for modular kit compatibility
SOFTWARE
Blender
Substance Painter
Marmoset Toolbag
FOCUS
Hard-Surface Modeling
Narrative Prop Design
PBR Materials
Functional Accuracy
Character Through Objects