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Jungle camp

This was a personal project to practice low poly larger scale environment art suitable for a game. All the modeling and animation was carried out in Blender. Texturing in Substance Painter and editing in DaVinci resolve. The trees were going to be present in the greatest numbers so were designed to have the smallest amount of geometry. The next biggest consideration was the water. As this was a stylised scene I choose not to make the water transparent but did want shading to suggest water movement. A procedural shader was designed to deliver this.
The animation was captured in cycles with some post processing in Blender. The final animation was edited in DaVinci resolve where sound effects and music were added to complete the atmosphere.

Fishing camp animation

Camp fire 
Fire was created using a shader with transparency and animated with a displacement and empties

Camp fire
Fire was created using a shader with transparency and animated with a displacement and empties

Tree models were modeled in Blender.  A high poly subdivided model was textured in Substance Painter and baked onto low poly version.   Bark was a procedural texture.

Tree models were modeled in Blender. A high poly subdivided model was textured in Substance Painter and baked onto low poly version. Bark was a procedural texture.

Tree leaves were hand painted in Photoshop and textured in Substance Painter.

Tree leaves were hand painted in Photoshop and textured in Substance Painter.

Grasses were hand painted in Photoshop and textured in Substance Painter.  The elements were added to the terrain using Blender geonodes.

Grasses were hand painted in Photoshop and textured in Substance Painter. The elements were added to the terrain using Blender geonodes.

The water shader.  The colour attribute was derived from a geonodes proximity data

The water shader. The colour attribute was derived from a geonodes proximity data

Tree wire frames

Tree wire frames