Unreal Marketplace:
https://bit.ly/gothictempleue4
Domestika Substance Designer 6 hours course:
https://bit.ly/angeldomestika
Gumroad Store:
https://bit.ly/angelgumroad
Cubebrush Store:
https://bit.ly/angelcubebrush
Makersplace (NFT)
https://makersplace.com/angelfernandes
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80lv Post:
https://bit.ly/80lvlangel1
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Contact me at fernandes.angelj@gmail.com
Creation of material sets for different biomes and levels.
Working closely with the Photogrammetry Team capturing and processing assets and textures.
Established visual standards for realistic PBR textures with cohesion across the different maps while meeting art direction standards.
Full pipeline of material and shader creation with Substance Designer, ZBrush, and Quixel Megascans.
Full pipeline of props/assets creation.
Material creation in Substance Designer and shaders in Unreal Engine 4.
Terrains and Landscapes. Modular buildings. Atlases and Trim-sheets.
Set dressing and polish of the different levels.
Assets treatment in Unreal Engine 4 (implementation, shaders, optimization, lightmaps, collisions, LODs, etc… )
Working close to the Game Design team in order to find the best way to represent the graybox taking into account the level of detail, realism and guidelines given by the art direction department.
Performance review (reduce draw-calls, maintain good ms of both CPU and GPU, configure landscapes to be more efficient, create cheaper shaders, HLODs, video memory, RAM, etc..)
Assets and Environment Art Production.
Modeling props, plants, terrains and architectural structures.
High and Low Poly modeling, retopology, UV Mapping, baking maps, textures and
materials creation for in-game levels.
Tileable textures creation in Substance Designer for ground, walls and structures.
Material creation in Unreal Engine 4.