3D artist with an emphasis on texture and lighting. Contact me at ColeFittro@gmail.com
Asset created for internal archiviz work, modeled in 3DS Max and textured in Substance Painter
Architecture rendering of gas station chain, created for an art test. Built to spec from 2D blueprint illustrations, modeled and rendered in Blender
Photo study of a kitchen scene for which I modeled and textured all assets. Scene lighting and post-processing was done to try and match the original look of film photography
This work is based on the environments and artwork of the game Fear and Hunger 2: Termina. I wanted to translate the 2D artworks of this game into a 3D, VR environment in Unreal Engine.
At the beginning research phases, I collected screenshots from the game itself and looked at interviews from the developer about his inspirations for the town of Prehevil. It was based on 1940’s Prague, so I collected photographs featuring textures and buildings that fit the scenes depicted in the game. From there, I created several base materials to build the scene off of, including one trim sheet containing several variations that could be used throughout the scene.
With the materials built, I created a set of modular pieces that could be assembled into larger buildings. With the basic shapes, I also made several custom pieces and more elaborate buildings to fit the unique art assets from the game. I then started creating rough blockouts in Unreal Engine for the purposes of testing lighting setups and tweaking the volumetric fog. I then finished the second set of buildings and imported all of the assets into UE so I could build all of the materials.
With the larger design completed, it was then time to work on smaller details. I used vertex painting, material blending, and decals to add more variation to the buildings and street. I also created several prop models to fill the street with, matching in-game objects used as barriers. Lastly, I created several dirt and debris clusters that could be scattered around the environment with foliage painting. With all of the modeling and texturing finalized, the last step was to adjust the fog, lighting, and post-processing.
Various PBR, procedural, tiling materials created in Substance Designer
Vintage electric desk fan, modeled using Blender and textured with Substance Painter
Interior render, modeled and textured in Blender
Photo study of a parking garage for which I modeled and textured all assets.
Photo study of a scene for which I modeled and textured all assets using Blender.
Couch, pillows, and blanket arrangement created using Blender, utilizing cloth simulation and sculpting techniques