Jericho Green/Art Lead
Modeled, Shaded, and Lit this UE5 scene inspired by a shot in a movie. Character Source: Metahumans Texture Source: Megascans Color Calibrator Cube Source: UE5 Engine Asset Inspiration: Memoria (2021)
UE5s impressive raytracing capabilities. Subsurface Scattering in front of thick panes of glass seen through both sides.
Cropped version of the full shot.
This image demonstrates UE5's impressive Raytracing capabilities. Here you see Subsurface Scattering refracted from thick 2-sided reflective glass panes.
Pebbled beach tiling texture using Substance. I shot reference, built node graph, and crafted final texture outputs. The Goal was to get a photo-real result in a short period of time.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process with concept artists. I wrote their backstories and directed their VO. Each of these took 1 week. My goal was to stay authentic to tactical military styles but add subtle flair to make them interesting.
I designed each character and directed the photo-bash process with concept artists. I wrote their backstories and directed their VO. Each of these took 1 week. My goal was to stay authentic to tactical military styles but add subtle flair to make them interesting.
I designed each character and directed the photo-bash process with concept artists. I wrote their backstories and directed their VO. Each of these took 1 week. My goal was to stay authentic to tactical military styles but add subtle flair to make them interesting.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
Each character was tied to a Faction which you would ether assist or fight in the game. I drew inspiration for each faction from existing regions where turmoil is part of daily life and wrote their backstories several decades from today.
I designed each character and directed the photo-bash process with concept artists. I wrote their backstories and directed their VO. Each of these took 1 week. My goal was to stay authentic to tactical military styles but add subtle flair to make them interesting.
I designed each character and directed the photo-bash process with concept artists. I wrote their backstories and directed their VO. Each of these took 1 week. My goal was to stay authentic to tactical military styles but add subtle flair to make them interesting.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process. Each piece of clothing and gear was meticulously chosen for authenticity. I added subtle details to give each character personality instead of the common game character tropes.
I designed each character and directed the photo-bash process with concept artists. I wrote their backstories and directed their VO. Each of these took 1 week. My goal was to stay authentic to tactical military styles but add subtle flair to make them interesting.