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Bandit Village

Created in 28 days as part of a team of 2 Environment Artists for Virtus Studios and Hivemind for release on the Unreal and Unity Marketplaces. 
In this project I predominantly worked on the Foliage; trees, logs and debris. Cut logs were the used as a part of the modular kit for the buildings, additionally I used them in the construction of the outer-walls and gates. Creation of props was shared between the team. 
After the completion of this project I spent some additional development time, creating a stylised watercolour paint shader, to practice my skills. 
Watercolour paint post process shader: 
The outline is created by offsetting the UV's in relation to scene depth, then masking off the area inside and outside each mesh from the camera/players perspective, leaving only the outer edges. The strength of the masks can then be adjusted, using sharpness, contrast, and opacity to change the outline thickness, amount, and contrast. The area off effect for the outline is controlled by depth fade to reduce background noise and create a clearer image by fading the outline away in the background. 
The paint effect uses a custom node to control the radius of colour influence each pixel has on its neighbours, the default is 5. Each sample of colour covers the 5 surrounding pixels, creating a blotch of colour, like that seen in watercolour paint.

Instance of shader material

Instance of shader material

Outline

Outline

Paint and Layering of the two effects

Paint and Layering of the two effects