Tag: Unreal Engine

  • Jedi Fallen Order – Kashyyyk – Shadowlands

    Jedi Fallen Order – Kashyyyk – Shadowlands

    Early Development – Not final lighting. I set up initial lighting on the Shadowlands area before handing off to other artists. This gallery shows that unfinished version.

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members.

    During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Jedi Fallen Order – Zeffo – Crashed Venator

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members.

    During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

    Timelapse Gallery

  • Jedi Fallen Order – Zeffo – Tomb of Miktrull (Pull Temple)

    Jedi Fallen Order – Zeffo – Tomb of Miktrull (Pull Temple)

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members.

    During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Jedi Fallen Order – Bracca – Cargo Train

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members.

    During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Jedi Fallen Order – Bracca – Passenger Train

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members.

    During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

  • Jedi Fallen Order – Bracca – Shipbreaking Yard

    I was responsible for environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members.

    During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

    [dimage attachment_id=”1922″ control=true auto-rotate=true anim_speed=1 zoom_level=50]

    [dimage attachment_id=”1923″ control=true auto-rotate=true anim_speed=1 zoom_level=50]

    [dimage attachment_id=”1924″ control=true auto-rotate=true anim_speed=1 zoom_level=50]

  • Star Wars Jedi Fallen Order

    Preview Gallery

    I was responsible for the following environment lighting which includes global atmosphere, local fog density, light fixtures, and scripted lights. Lighting is a close collaboration with environment art, design, skybox, and many team members.

    During development I created blueprints for fog and light fixtures, trained in house and outsource lighting teams, and developed features with code and tech art such as the light scripting system we used to link light sources with emissive fixtures.

    Bracca – Shipbreaking Yard

    Bracca – Passenger Train

    Bracca – Cargo Train

    Zeffo – Crashed Venator

    Zeffo – Tomb of Miktrull

    Kashyyyk – Shadowlands

    Early lighting development for Shadowlands. These screenshots do not represent the final game.

  • Star Wars: Jedi Fallen Order – E3 Trailer

    Star Wars: Jedi Fallen Order – E3 Trailer

    News

    I’ve been working on various site updates: ssl/https everywhere, new theme that works better on mobile devices, and improving old posts with galleries and simpler categories.

    Trailer

    There’s a new trailer out! A few shots I’ve worked on, also tons of less visible work like setting up look development testbeds, exposure standards, blueprints, helping other artists. There’s been a ton of great people working on this getting a huge amount done in very little time, I can’t wait for the game to be finished.

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  • Unreal Retro-Reflective Shading Model

    Weekend project: added a new shading model that includes a retroreflective component.

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  • Blender to Unreal FBX + T3D exporter with instancing

    I wrote a very simple Blender to Unreal exporter because I couldn’t find one that exported scenes to FBX and T3D at the same time. The purpose is to export only unique data to FBX, instead of all object data, this way duplicates (with linked data in blender) are preserved and objects can be pasted in to Unreal after placement was done in Blender. Now I can export a whole scene at once and still benefit from the efficiency of linked data, without needing to reconstruct object placement manually in Unreal.

    It’s no Datasmith, but this is all I need for testing and it works with Blender.

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