Environment Art Blog #18 - Adding story elements, Unreal tips and Garth Travis.

General / 14 June 2018

Evening people!

Had to deal with some minor downtime this week due to the hayfever killing me even though I took pills etc. 

In other news, my stuff finally got approved for the Unreal Engine Marketplace, which is awesome to see! And I am glad people are supporting me and what I do through it, so I appreciate all the support, I really do and you can not imagine how big this is for me! And I definitely feel more comfortable with putting myself out there now so I can't thank you all enough for this <3

If you think you would be interested in having a look or leaving some feedback/ratings, head over to My Unreal Engine Marketplace Profile

Blender Pie menu

This week was another busy week!
Spend a lot of time getting back into python and trying to create a menu for editing like you have inside of maya, which was a feature that I was missing a lot. You have some pretty sweet addons for this, but I decided to get into a little code anyways because I felt like it :D

Atihukara WIP
Spend some time working on a custom pie menu through Python, which was fun to get into although I don't really get to grips with how it works fully just yet. But that is going to be something I am going to learn on the side.

On the project itself I spent some time reworking some of the assets and adding a ton of new ones during the time I had this week. Getting more story assets was a crucial part this week, trying to solidify the workplace a bit more and specify that he loves working on the older mechanical parts instead of all the new ones that get repaired by other robots anyway.

I still need to adjust some of the assets especially in the kitchen/dining are and how he lives his daily life in the little place he has to live in.

Looking forward to how this is going to look next week!

Some tips to quickly setups some camera angles that you like and some easy replacement tools.
Going to try and get some time to do a more full breakdown about a nicer topic in the coming week, hopefully I can find some time :D

Image Credit - Garth Travis - C O R R I D O R - E

Visit his profile over :
Garth Travis - Artstation Profile

Stumbling over this gorgeous piece by Garth Travis this week, what instantly struck me is something I feel missing in my work, is that production level look. I just love how the materials interact with each other and how everything is composed together.

This almost feels like a concept piece instead of a full 3D piece, the way the light subbtly interacts with all the different designed elements in the scene and the awesome vista in the back through the windows.

I would love to see if my current scene can reach that same level of quality, but that is really going to push me to a next level.

So thanks for Inspiring me to be better Garth Travis, and welcome to Artstation, pay him a visit guys, his work is awesome!

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #17 - Atihukara, Blender tips and Andrzej Dybowski.

General / 07 June 2018

Evening guys!

This week I spent most of my time having fun, learning blender and trying some addons.
I am amazed by how good the program is once I got into it. I also opened me up to adjusting the pipeline for my personal work.

I did also spent a lot of time thinking about the stuff that I put out and realise that I really need to push myself more and become more focused, this is not only from an art perspective but also from a social aspect, spent more time talking to people and finding people that are as passionate or more passionate then me and surround myself with awesome people.

80 level breakdown

I did a breakdown for my latest scene at 80.lv, so if you are interested, head on over to 80.lv - breakdown

BAFTA games crew 2018

I have also learned today that I will be part of the 2018 BAFTA crew for games, so I cannot wait to get to know new people and learn new things during the many events this year!

Atihukara WIP (with wip title for now :D)

Been really enjoying working in blender, sometimes I still get confused by all the hotkeys especially with all the different addons that I am currently testing/using but that will definitely get better over time. I have also spent some more time blocking in more crucial elements of the environment, bringing more and more story bits into the scene as well.

I have also spend some time thinking about the story as I get more and more stuff in the scene, this is the tiny home/workshop of a man who lost his wife who was pregnant at that time during the an emergency in a different sector which is still sectioned of as the nature of the emergency is unknown, but it is rumoured that people are still getting out in some way. And he is looking if he can find the way they use, to get in.

Story is an ongoing work in progress because my storytelling is shady, but to be honest I make most of this stuff up along the way and see what springs to mind/feels good!

before I forget I need to get a polycount and Unreal Engine forum post going as well!

Testing Blender addons

Another thing I spent some time on this week is testing out multiple different addons for blender such as Capsule, meshmachine and DecalMachine. Currently the one I have tested the most is Capsule, which let's you batchexport to a specific folder. This removed all the singular export stuff and saves a ton of time.

I have tried the other 2 as well, and DecalMachine seems crazy useful for the stuff that I will be doing and is probably going to be used on a daily basis.

Unreal Engine Marketplace

Some small update on the marketplace stuff as well, I did make some changes to both packs because I was running into issues with them, with one of them being more substantial then the other, so that is where some of my time went to as well.

Hopefully it's going to go through this time :D.

As I am getting into blender, I thought it would be nice to share some of the tips that got me over the initial hurdles for blender.

Shoutout to Andreas Stromberg and Allen Grippin for the tips about the blender addons! Appreciate it man :D

Blender addons and themes
My personal theme

Image Credit - Andrzej Dybowski - Observer - Labs

Visit his profile over :
Andrzej Dybowski - Artstation Profile

I was looking for some more reference for my scene this week and stumbled on this amazing concept for the game "Observer" (which I really wanted to play but then was to busy to actually play it, so thanks for reminding me! )

But I really love this concept, I love the cluttered feel of the space and all the different assets that help portray the story of a biomechanical engineer that is doing some crazy experiment. I also like how the light is portraying and pulling the focus to all the nicer parts mechanical/scientific in the middle.

This is some great reference for my scene, and really shows me that you don't need a really large area to create a compelling story, so thank you so much for inspiring me Andrzej Dybowski!

(And I kinda need to play this game now :D)

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #16 - Cyberpunk with Blender, Perfect rendering and Benjamin Last.

General / 31 May 2018

Evening guys!

It was nice to be back in my routine this week (Except for the weekend, had friends over :D), it's awkward how I miss just sitting down and fully immersing myself in art!
So this week I started out with getting back into blender, learning a ton of hotkeys and quicker ways to model like I always have done in maya.
It was a bit of a struggle at first but I am getting the hang of it now, still need to adjust a bunch of hotkeys to get it working properly, I also spend some time looking at cool plugins and other stuff that could speed me up!

It's also super awesome to see that Artstation added some super great functionality for the blogs on the site itself, so I welcome all the new people finding this one and I am going to keep my eye out for other ones as well!

Cyberpunk marketplace

As mentioned before, I started a new scene, going back to an older scene that I worked on last year (latest update on that one was Feb 2017) but still want to give it another go and really polish it, but also make it more manageable.
The scene is much busier than this scene is going to be though, I am also thinking about the story that is going to take place, but I want to keep it compact, but set in a larger world.


The current idea is to have an Electronics market stall owned by a single man who lost his family (don't know for what reason yet :D) and due to overcrowding and social pressures has to combine his house with his market stall, which could be really interesting visually as the personal elements are going to intermingle with each other.

I am starting out with some of the smaller elements and clutter to properly practice my modelling skills in blender before I get into the more advanced stuff. So all of this stuff is still in it's kiddy shoes so I need to break into Blender properly!

Unreal Engine Marketplace

I also spent some time on adjusting feedback that I got from the Unreal Engine Marketplace team for my packages, most of the feedback they gave was really simple to implement, but just with the amount of assets that I had it took me some time to get this adjusted for both packages.
One of the scenes is now in the final review stages, so let's hope that it is going to get released soon!

Using render depth in screenshots

I found myself in a little bit of a stooper this week when I discovered an awesome tip by Elvis Posa, making all the trickery that I did with my "Super clever" lighting setup to render all the different pipes completely useless with a simple tool for screenshots, enter render depth pass.

Be sure to check Elvis Posa his work out and thank him for this awesome tip!

Link to his little breakdown

Image Credit - Benjamin Last - Frontier Pipetown

Visit his profile over :
Benjamin Last - Artstation Profile

When watching MUTE last week I really got interested into the world and the concepts behind the world and that landed me to the work of Benjamin Last! And aside from the amazing pieces for MUTE I instantly jumped to the image above.

I really like the balance in of colors and lighting in this picture, the way that he handled the variations in depth are super nicely done as well, I just love the little hints of streets being overshadowed by all the industrial components but not so much that they disappear in the background.

This is a big inspiration when it comes to worldbuilding for my next scene, and I can spend ages looking at this single image!
Thanks for inspiring me Benjamin Last, your work is absolutely stellar, so I look forward to the next image :D

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #15 - Mini hiatus, Import tips and Sean Vo.

General / 24 May 2018

Evening guys!

Week 15 already! Time is flying people, it's crazy to see how this blog has evolved since then, and how I have really grown into it, there are the occasional hiccups (such as this week for instance :D).

Spend most of this week on a mini hiatus in Belgium, meeting up with friends and family so haven't spend much time on any personal work this week, the only thing I did last week was doing some final preparations for the assetpackages that I am putting on the Unreal Engine Markeplace.

The few things I have been doing this week are things such as updating my Gumroad, updating all the thumbnails and descriptions for the different entries. To be fair though, I am not expecting much out of these pack in terms of sales, it's just going to be something that is there if people want to support me, but it is purely optional.

My gumroad can be seen here:
Gumroad - Timothy Dries

I have been thinking about the Artstation challenge a lot lately and looking at the time left on the challenge I do not know if I will be able to make it, so this got me thinking, Instead of trying to rush a scene and ending up with a scene that is probably going to look alright, I should focus on something smaller and more contained which I can properly finish and really push in terms of polish.
Because I still feel that my scenes are missing a level of polish especially when it comes to the specific assets them self.

I hate doing these things because I feel like I am backing down on my word in a way, but it is going to be more important for me to fully focus on making polished individual assets or a smaller scene to show that I can make high-end props as well.

So yeeah here we go, this descision is a though one! But I need to push my skillset in a different direction and show that I can do detailed scenes.
Keep an eye on this blog for updates on that in the coming weeks, it's going to be exciting stuff! :D

A small feature this week because I barely had any time with the trip to Belgium!
Some smaller bits focusing on some import features :D

Image Credit - Sean Vo - Citadel of Nilos

Visit his profile over :
Sean Vo - Artstation Profile

Stumbled over this image today by Sean Vo, and the image captured my eyes immediately because of the beautifull lighting in the scene, it gives the whole scene a nice feeling of depth with a clear definition of front/background.
I also love the mix of classical inspired architecture with the futuristic hint, it feels grounded but also foreign.

It's art like this that makes me want to get into 2D, just seeing how people like Sean Vo play with worlds like it is clay in their hands makes me want to get into it too, I can't express the feelings I get when seeing art like this, I just want to be there, walk around in between those people, go places!

And that's why I want to include you in this Sean, to send a big thank you to you personally for inspiring me and taking me on a journey!

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #14 - MarketPlace Cleanup, Controllable damage shader and Jacob Claussen.

General / 17 May 2018

Evening guys!

Another busy week, but not too much in terms of art actually, been doing a lot of preparation to put my latest scene (Last Bastion) online on all the different marketplaces such as Gumroad, Unreal Marketplace etc. So that took most of my time this week.

Other than that big bulk of work I have been working on a blockout for my Artstation Challenge, I can definitely feel the pressure in terms of time.
And this week I will be back in Belgium as well, so I will have no time to work on any unreal stuff unfortunately!

As mentioned before I did do a whole lot of cleanup of my project which basically consisted of removing a blueprint I use for the sky dome
( Ultra Dynamic Sky) which needed adjustments to get roughly the same result, reducing a lot of the texture sizes, adjusting some of the spots I missed on some of the assets and making it all readable for the person interested in buying the scene and assets.

I have split the project up in 2 individual entries, one for the complete scene with all the different lighting setups and completely build scenes and another one for the pipes as a separate assetpackage. Cleaning this up and then adjusting all the different things that still needed adjusting took a long while as well, so i probably spend the better part of this week working on it.

Unreal Engine was kind enough to Feature me on their stream (which had some technical issues so it cut out in the middle of my video, maybe I crashed it? hahaha) so that means that I am on the Epic Games launcher page for a week now! (Special thanks to Drew Fletcher for spotting this one :D )

I hope that by next week I get all of my stuff released online, because it's the first time releasing something through the unreal engine maeketplace as well, so it's a bit stressyyyyy! :D

Oooh yeeah before I forgot, this is how far I got with the Artstation Challenge so far because of all of this going on.
Still determined to actually finish it though, but It's gonna be a tight one!

Last week I mentioned that I would be doing a breakdown of the material that I used in my latest project, showing you how to construct your own adjustable dirt/color shader.

Also did some changes to the size and layout, I had no complaints so far but I noticed that the resolution on some if it was pretty low.

Image Credit - Jacob Claussen - The Abbey Bookshop

Visit his profile over :
Jacob Claussen - Artstation Profile

Saw this one last week and I just had to include it into this week's blog, it does a thing that I can simply not do, make a simple but really powerfull scene, I just love the little touches on this scene, the books that make the entire scene pop really nicely. 

You can clearly see the improvement over his last couple of scenes and it is awesome to be surrounded not only by super talented artists that are at the top of their game, but also by people that are still climbing the ranks and pushing them self everyday, and I say this not too diminish his work in any way shape or form, but it is such a boost to me personally that I see people like this around me.

So thank you Jacob Claussen for inspiring me, and crushing it on a daily basis!

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #13 - Last Bastion, Camera tricks and James O'Brien.

General / 10 May 2018

Evening people!

Another busy week trying to get all the different items sorted for my last scene which is now finished! There was a lot of stuff to finish this last week so the self-imposed deadline was tight! But still had loads of fun polishing and making it presenentation ready, all in time to get started on the artstation challenge without to much time lost.

I am also thinking about releasing most of the assets on my gumroad later and still thinking about if I should release the full scene as well.

Onto this weeks work in progress!

Managed to finish this scene in a reasonable timeframe, adding more story elements, doing a night lighting setup and removing some barely noticeable assets which didn't contribute to the story that much such as the car for example.

The final version with all the different assets rendered out can be seen here: Last Bastion 

A thing I spent a lot of time on was building the night version and a "green screen" scene to render all the different assets with some nice lighting.

It's just a simple scene with an emmisive pink sphere that doesnt cast shadow (and emmisive to negate it capturing shadows) the screen space reflections set to 0 in post process to avoid the meshes picking up any color from the sphere and an HDRI plugged into the sky light as well as the reflection capture sphere.

And the final time sink was doing the full presentation for everything, rendering out different iteration of the video flythrough while thinking about the presentation in general for the current scene and upcoming ones.

This was a super fun scene to work on and I would like to thank all of you for joining me on the ride through this one, now onto the next!

What's next?
I'll start working on the artstation challenge where I will join the Environment Category (Ofcourse), so next week is all going to be about that!
Looking forward to next weeeeek!

A small one this week in preparation for a material breakdown for the pipes that I had in my latest scene so I can take the time to properly finish that one off.

This weeks one is about some camera tricks for Unreal engine, this really helps me out when building my scenes!

Got any recommendations or want to see something in the upcoming blog posts, leave a comment and I will see that I'll get to it!

Image Credit - James O'Brien (Vadim Ignatiev) - Countryside Real Time

Visit his profile over :
James O'Brien (Vadim Ignatiev) - Artstation Profile

This is an amazing one guys, I love this scene and the way the atmoshperics play into it.
All the tiny details as well thought of and it clearly shows, when this image pointed me to James O'Brien's portfolio I was just amazed by the way he used atmospherics in all of his scenes to put the emphasis on the mood he tries to convey, especially in the one above, showcasing the real power of the new EEVEE render engine inside of Blender which I want to give a shot after seeing this image!

There is something to be said for the way James recycles a lot of his work as well, slowly building up a complete library to create more and more scenes with, which all have a painterly quality to them making them stand out oven more, especially when looking at the thumbnails!

Thanks so much for inspiring me to do better James (or Vadim) :D

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #12 - Home stretch and beyond, Material Parameters and Peyton Varney.

General / 03 May 2018

Evening guys!

Got another good chunk of work done this week, although I enjoyed playing Frostpunk over the weekend as well. I set myself a deadline to finish this scene that I am working on for last weekend, but missed that deadline horribly! (also didn't want to rush things either)
I was trying to get that done so I could join in on the Artstation Challenge that started this week, but a week of delay is not that bad right? I just need to be aware of the scope of the concept a bit more :D but it might be good to really push myself on this one in terms of time.

Made some good progress this week due to the artstation challenge starting out!
Did some more scene adjustments, adding a watchtower for some nice storytelling/visual flair and making it more like an actual outpost.

Also finalised some more meshes such as the fences, which have barbed wire and some nice wind going along the fence covers. Another thing that I worked on were the barrels and I decided to remove the truck that was on the edges of the shot, mostly due to time restraints but it is't a major influence on the scene anyways for the amount of work that would be put into this.

Some closeup shots for the barbed wire and concrete barriers, both still need a final pass, which I am going to try and finish this week! (hopefully haha )

Another thing I spent some time on this weeks was cleaning up the dirt shader that I have on all of the pipes, which allows me to control the amount of dirt and is based on the 1-axis of the mesh. The first masks wasn't tiling properly, so I fixed that by doing a tri-planar projection of a generic cloud texture on top of the mesh inside of Substance Painter which I then fed into the material inside of unreal, so the blend is constraint by the values of that texture, this does mean that each set requires its own dirt mask, but that shouldn't be an issue because a lot of the pipes are built in a modular fashion, so in total that's 4 maps for 40 ish meshes Roughly.

Allrighty, that is gonna be my work in progress for this week, I hope to show you guys the final one next week and a decent blockout for the Artstation challenge, let's do iiiit!

Little side note, my little subway scene might be on hold and I feel bad but don't judge me allright hahaa

This week is going to be a smaller one again! But a super usefull one when working with materials inside of Unreal, teaching you how to setup material parameters!

If you have any feedback or questions please do not hesitate to drop me a message at all.

Image Credit - Peyton Varney - Protégé: Conservatory Interior

Visit his profile over :
Peyton Varney - Artstation Profile

I Came across this awesome scene when Peyton Varney posted in on facebook (10k hours group to be more specific), discovering this was amazing, I was struck by the level of polish of this scene, the way the light interacts, peeks through the windows, the play between colors and just the quality of the scene in general. I also love this shot for the composition and because it clearly shows the contrast between the orange mechanical element versus all the green and brown foliage.

The amount of talent oozing out of this scene is awesome, well done to the whole team who worked together on this one Peyton Varney, Max Frorer and Steven Hong and thanks for inspiring me with this awesome scene!

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #11 - Lighting update/new scene, Grass tutorial and Romain Jouandeau.

General / 26 April 2018

Evening people!

It was a crazy week this one, trying to juggle loads of things at the same time was exciting as I am terrible at that, but for some reason, I was super productive this week, started a new (super small) scene as well this week, to see if I can restrict my time working on different projects, and to focus more on different things, this being a pure substance designer scene based on a picture I took in the London underground last weekend.

More to show you in the next section!

Most of my time this week was spend on doing a material for the fence covers and lighting, getting some more volumetrics in there.
Also spent some time on ground textures and moving bits around in the scene to remove some of the visual clutter, which is why I wanted to have the fence covers in the first place. Experimented with some writing to go on top of them, but that is going to be done with decals instead.

I also started adding in some more dirt and grime bits especially on the wall sections, but this is going to be done on a majority off the meshes to give it a more rundown look.

So next up is my other little project that I started this week, so far I have spend maybe 3 hours on this one, most of them inside of substance designer. All this stuff is early work in progress though, looking forward to getting some more substance done!

It's going well so far in terms of time management, now it's just keeping this up!
Next week I'm going to spend a lot more time on getting the chemical plant scene done, working on different meshes/materials.

Looking forward to next week!

Got a big one for you guys, was trying to keep it as condensed as possible, and this might be a good template to refine at some point later after a lot of feedback and taking a more in depth approach. This tutorial also made me realise once again that breaking stuff down/making tutorials takes more time than you expect!
So this is how I approached the grass that I am currently using for a scene that I am building, I hope it will be helpful to you guys!

If you have any feedback please do not hesitate to contact me at all, and I would love to see your own personal end result if you make something using this tutorial!

Image Credit - Romain Jouandeau - LA SERRE

Visit his profile over :
Romain Jouandeau - Artstation Profile

I was so glad when I found this one this week, I have it as one of my desktop images and it instantly sparked that feeling of "I WANT TO MAKE THIS".

I love the storytelling in this one, the visual contradictions between the bright green colours of life in the foreground and the dark gloomy orange colours of destruction in the background. The way this has been executed is superb, all the tiny details in the foliage, the little robots flying/driving around.

This is such an amazing scene and it is going straight into my folder of projects to-do, if and when I ever have the time for it!
His other stuff is amazing as well, so make sure to drop him a visit through one of the links posted!

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #10 - Grass/Terrain Textures, Bulk Edit and Owen Kiayias.

General / 19 April 2018

Evening people!

More visual tweaks as you can see and I have added a section for weekly tips, these are going to be bite size things ranging from tips to small breakdowns/tutorials. This might be a bit of a more technical one this week but there is some cool stuff in the works so make sure to keep up to date on them!

I am also thinking of ways to condense this blog, especially my WIP screenshots in a better way, but more of that can be seen in the next section.


Allright, most of my time was being spend on adjusting the foliage/grass and terrain textures, using substance designer for the terrain textures and good old poly modelling for the grass meshes. Started out by first modelling some individual straws of grass and moving them around with a soft selection.

Once I got the bakes done it was time for some blockout textures and an accompanying terrain texture. I made the terrain texture inside of substance but I feel that it's still a bit flat, but I'm going to make a solid dirt texture first before I move onto adjusting this one.

There are still some issues to fix on the grass meshes as well, because of the ways that I moved some of the pieces of grass the highpoly geometry has some bits sticking through the opposite side of the mesh, resulting in crappy AO/Transmission bakes in Knald.

Also added a truck to add another story element to the scene, but that's just a quick blockout because I properly started working on it just now.
The truck pointed out some scaling issues though, making the fencing seem really small at a certain point, so that's a thing I fixed as well.

Most of this week was spend on grass/foliage though!
Going to finish the foliage and the ground textures next week and then move back onto the other meshes that I have to finish up!

Allrighty, this is going to be a smaller one to start out with because I am still preparing a smaller breakdown on how to make some grass!
Although it is a small one, it is a super handy one, this tool basically allows you to adjust multiple values ( for instance lightmap resolution ) of multiple assets in one go!

Anything you want to see, or more info on? Why don't you leave a comment down below and I'll answer :D

Image Credit - Owen Kiayias - Majestic Diamonds Robbery

Visit his profile over :
Owen Kiayias - Artstation Profile

Allright guys, some crazy cool stuff this week, Owen Kiayias baffled me with this scene, such a detailed and cool piece full of interesting set pieces which shows you how crazy upcoming talent is! 

Love how the light interacts with all the different elements of the scene and all the smaller set pieces such as the hanging cloth from the broken glass panels.

Such an amazing scene, congrats Owen Kiayias on polishing this beautiful scene!
If you like this piece, make sure to drop him a like and a follow, if his work only goes up in quality, this is going to be an awesome adventure!

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!

Environment Art Blog #9

General / 13 April 2018


As you can see I'm going to try something new from now on, make it a bit more visually pleasing, but this is obviously going to be tweaked/adjusted where needed.

Had a good week this one, I sort of turned my personal work in a different direction instead of purely focusing on the assets themself and the modularity, I decided that it was time to focus on the story a bit more, but more on that in the WIP section ofcourse!

Another thing I am going to try and keep up with, are weekly tips (coming soon!) and doing more breakdown stuff, showing more of the actual raw stuff that goes on instead of just adding the more finalized stuff and that it.
It's going to be interesting how I am going to convince myself to do so, because I am a perfectionist like that hahah.

Would love any feedback/thoughts on the format or the content in my blog btw, I am trying to make it something engaging for people to read and actually make it worth going through.

Allrighty into the meat of things!

I added a lot of thing this week, this might be my focused week yet because I started to think about the actual story and setup of the scene and stepping away from just the "grind" of making the assets themself.

To accompany this change I started to build a new scene as well, this was both a good way to test the speed in which I could use the assets and where adjustments needed to be made.

Things such as where I added lights to a staircase piece but then realised that it is easier to split of the light and place it individually to give myself and potentially other people more useability for the assets. When the focus shifted from a pure "Assetpackage" point to an "I-Need-To-make-this-scene-awesome" point, I realized that there were no assets that really gave this scene personality, so I started blocking out differen assets such as fencing, barrels and larger set pieces such as a truck and so forth.

Adding these more Hero like assets is going to require a fair chunk of time to get done, but does allow me to show of more in depth textures and modelling techniques, so it's going to be interesting.

The scene below is sort of where I am at now, I was thinking about moving away from a typical bandit outpost feel to more like a last bastion of humanity where they use the on site chemical lab as a way to hack a cure for a disease that destabilised the world, hence the light colors down below instead of the dark and moody colors in the previous screenshot above.

Might still do both of them in the end, but I am going to stick with one for now.

Some more techie stuff I have been working on in the meantime.
This is the material that is used across all of the pipes (including different sets) and uses texture parameters that can be changed on the fly, allowing it too be used like this.

I decided to make this material to make the scenes more adaptable, allowing people to change colors and the amount of z-axis grime and dirt gathering (which I still need to finish in the coming updates)

Then to close of this section, I was still using grass that I have been using for a while across different projects now, and it was about time that I updated this, so here I go, modelling some different grass blades in maya.
Going to bake/texture these in Substance Painter when the sheet is done, and I might thrown them up gumroad at some point maybe.

Let me know if you got any questions or would love some more in depth insight/breakdowns!

Image Credit - Christian Behrendt - Rubikon

Visit his profile over :
Christian Behrendt - Artstation Profile

Stumbled across this one today actually, I have always been a big sucker for cyberpunky kind of scenes.
Christian Behrendt made this scene inside a 11 month timeframe, during some difficult times, I am glad to see that you stuck with it because it really pays off in this image!

I remember the first time I tried to do a scene with so many lights in it, and it's a super hard thing to balance.
So congrats on filling this piece man, I am looking forward to the next one where you push yourself outside of your comfort zone again, because I feel that is where you find yourself.

Allright guys!
That's going to do it for me for this week, I'll catch you in the next one!