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Astromech Droid

This droid was taken by Imperial forces and was not treated very well for its service. As such, it is no longer being utilized. Perhaps the rebels will find him and R2 will have a friend...
I basically took a few months after I graduated to teach myself hard-surface workflows and practice getting assets built to scale, baked, textured, then rendered in Real Time in Unreal Engine.
During this time, I actually rebuilt the project 5 times, because I improved as I kept doing things and discovering how to properly do this or that. I really enjoyed the adventure, and I am super happy with my results.

Unreal Engine Render. I used a basic 3-point light set-up to get started, then placed a Cine-Camera actor with which to take my high res screenshots. This camera has all of the post-process settings and advanced camera features built-in for you to use.

Unreal Engine Render. I used a basic 3-point light set-up to get started, then placed a Cine-Camera actor with which to take my high res screenshots. This camera has all of the post-process settings and advanced camera features built-in for you to use.

Mech/Stone hex Tile designed with Substance Designer. This is a variation on my grass and earth tile in my other projects.

Mech/Stone hex Tile designed with Substance Designer. This is a variation on my grass and earth tile in my other projects.

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render

Substance Viewport render. A nice trick I came across with the cables was to use an An-isotropic Noise generator, rotate it and adjust the parameters in the Roughness channel, then use the same in the Height channel.

Substance Viewport render. A nice trick I came across with the cables was to use an An-isotropic Noise generator, rotate it and adjust the parameters in the Roughness channel, then use the same in the Height channel.

Substance Viewport render

Substance Viewport render

I had some fun with my wire frames using Blender's Wire Frame modifier

I had some fun with my wire frames using Blender's Wire Frame modifier