Hamsterdam

 
 

Brief Description

Hamsterdam is a work in progress stylized environment scene I have been working on as part of my graduation year at Breda University of Applied Sciences. The main aim for this project was to create a modular stylized environment with an emphasis on experimenting with animation, VFX and interactive environments while still cultivating my material authoring skills.

 
 

For the texturing I already had a particular style in mind, I wanted to recreate the approach Ubisoft Montreal used for Immortal Fenyx Rising, so I did some research to understand how they approached creating painterly textures using Substance Designer. As a result I managed to create the textures seen above and below using these pillars:

  • Underlying Grunge

  • Colour Theory

  • Shape Build Up

  • Shape Redraw

  • Paint Filter/Distortion

  • Light & Shadow

Improvements & Further Plans

  • Unify the textures I already have.

  • Applying and adjusting the PBR aspect (roughness, metalness).

  • Expanding my grunge catalogue.