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mercelmere

Marcel Mora

31
posts
1.3K
followers
550
following

A behind-the-scenes look at the making of a recent environment art project.
The challenge was adapting an existing visual identity into a cohesive 3D space, translating concept, mood, and graphic language into lighting, composition, and atmosphere.

Built and rendered in Unreal Engine, with a strong focus on real-time lighting, scene balance, and final image quality.
In projects like this, the environment is the story.

As in Middle-earth, the world comes first and everything else follows.

#EnvironmentArt
#UnrealEngine
#UnrealEngine5
#LightingArt
#RealTimeRendering
#VirtualProduction
#WorldBuilding
#VisualDevelopment
#CGI
#3DArt
#BehindTheScenes
#MakingOf
#LOTR
#LordOfTheRings
#MiddleEarth


14
3
3 months ago


Environment art — Unreal Engine 5.

Abandoned industrial environment focused on mood, lighting, and environmental storytelling.
Created as a portfolio piece, with emphasis on atmosphere, composition, and real-time look development.

Full project, stills, and breakdown available on ArtStation.
Link in bio.

#environmentart
#unrealengine5
#realtimeart
#gameart
#leveldesign
#cinematiclighting
#3dart
#gamedev
#lookdev
#worldbuilding


28
3
4 months ago

Environment art — Unreal Engine 5.

Abandoned industrial environment focused on mood, lighting, and environmental storytelling.
Created as a portfolio piece, with emphasis on atmosphere, composition, and real-time look development.

Full project, stills, and breakdown available on ArtStation.
Link in bio.

#environmentart
#unrealengine5
#realtimeart
#gameart
#leveldesign
#cinematiclighting
#3dart
#gamedev
#lookdev
#worldbuilding


28
3
4 months ago

Environment art — Unreal Engine 5.

Abandoned industrial environment focused on mood, lighting, and environmental storytelling.
Created as a portfolio piece, with emphasis on atmosphere, composition, and real-time look development.

Full project, stills, and breakdown available on ArtStation.
Link in bio.

#environmentart
#unrealengine5
#realtimeart
#gameart
#leveldesign
#cinematiclighting
#3dart
#gamedev
#lookdev
#worldbuilding


28
3
4 months ago

Environment art — Unreal Engine 5.

Abandoned industrial environment focused on mood, lighting, and environmental storytelling.
Created as a portfolio piece, with emphasis on atmosphere, composition, and real-time look development.

Full project, stills, and breakdown available on ArtStation.
Link in bio.

#environmentart
#unrealengine5
#realtimeart
#gameart
#leveldesign
#cinematiclighting
#3dart
#gamedev
#lookdev
#worldbuilding


28
3
4 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago


A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago

A personal material exploration focused on creating a fully procedural, seamlessly tileable rusted corrugated metal surface.

The goal was to push hyperrealistic detail through procedural workflows, combining displacement, layered oxidation, paint decay, moss and mold buildup, and a strong emphasis on believable roughness and color variation.

Fully made in Substance 3D Designer


10
5 months ago


This project is a personal exploration focused on material design, lighting, composition, and technical look-dev using the DJI Inspire 3 drone as the subject.
My goal was to match the visual language of DJI’s official product photography while pushing the imagery toward a more dramatic, hyper-real, high-contrast direction.
The main challenge, and the focus of this study, was to build tactile, believable materials and integrate them with precise lighting, hard contrast, and controlled reflections to create a sense of weight and physical presence.
I intentionally leaned into a more dramatic and cinematic tone compared to DJI’s cleaner, more clinical style, adding a subtle layer of hyper-real flair to enhance the personality of the shots.


20
4
5 months ago

This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago

This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago

This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago

This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago

This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago


This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago

This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago

This showcases the texture work I created for the McLaren Honda MP4/4, famously driven by Ayrton Senna, featured in Senna – RainMaster by Ultron Films.
https://vimeo.com/1122011519?share=copy&fl=sv&fe=ci

Beyond my contribution to the short film, I wanted to explore the textures in a more artistic context, pushing them into a dynamic, motion-inspired setup. I built a custom stage where the car is rendered as if caught mid-flight through speed itself.


9
3
6 months ago

This piece was a personal study focused on developing stylized, reusable smart materials.

I found the original model online and made a few small adjustments before focusing entirely on texturing and material definition. The goal was to create a fully procedural and reusable stylized material workflow for future projects.

🔹 Model source: https://sketchfab.com/3d-models/sci-fi-gun-9ac897ed39584170bc97dad546b96efa

🔹 Original concept art: https://www.artstation.com/artwork/Ak0by


12
2
6 months ago

This piece was a personal study focused on developing stylized, reusable smart materials.

I found the original model online and made a few small adjustments before focusing entirely on texturing and material definition. The goal was to create a fully procedural and reusable stylized material workflow for future projects.

🔹 Model source: https://sketchfab.com/3d-models/sci-fi-gun-9ac897ed39584170bc97dad546b96efa

🔹 Original concept art: https://www.artstation.com/artwork/Ak0by


12
2
6 months ago

This piece was a personal study focused on developing stylized, reusable smart materials.

I found the original model online and made a few small adjustments before focusing entirely on texturing and material definition. The goal was to create a fully procedural and reusable stylized material workflow for future projects.

🔹 Model source: https://sketchfab.com/3d-models/sci-fi-gun-9ac897ed39584170bc97dad546b96efa

🔹 Original concept art: https://www.artstation.com/artwork/Ak0by


12
2
6 months ago

This piece was a personal study focused on developing stylized, reusable smart materials.

I found the original model online and made a few small adjustments before focusing entirely on texturing and material definition. The goal was to create a fully procedural and reusable stylized material workflow for future projects.

🔹 Model source: https://sketchfab.com/3d-models/sci-fi-gun-9ac897ed39584170bc97dad546b96efa

🔹 Original concept art: https://www.artstation.com/artwork/Ak0by


12
2
6 months ago

This piece was a personal study focused on developing stylized, reusable smart materials.

I found the original model online and made a few small adjustments before focusing entirely on texturing and material definition. The goal was to create a fully procedural and reusable stylized material workflow for future projects.

🔹 Model source: https://sketchfab.com/3d-models/sci-fi-gun-9ac897ed39584170bc97dad546b96efa

🔹 Original concept art: https://www.artstation.com/artwork/Ak0by


12
2
6 months ago

This piece was a personal study focused on developing stylized, reusable smart materials.

I found the original model online and made a few small adjustments before focusing entirely on texturing and material definition. The goal was to create a fully procedural and reusable stylized material workflow for future projects.

🔹 Model source: https://sketchfab.com/3d-models/sci-fi-gun-9ac897ed39584170bc97dad546b96efa

🔹 Original concept art: https://www.artstation.com/artwork/Ak0by


12
2
6 months ago

Rain. Courage. Legend. This tribute to Senna’s art in the wet began as a spec of an idea and became a shared collaboration and mission. From cameras to sound, editing to color and every rain drop, every person on this turned late nights into magic. Grateful beyond words. Hope you guys love this as much as we do!

Created entirely in Unreal Engine, with some additional subtle rain simulations using AI.

Directed by @disruptcgi @ultronfilms
Car Modeling and textures @jota_automotive @mercelmere
Environment, rain simulation blueprint and race suit texturing @amiroseinh
Graded by @postprocessed
Sound design and music @roninprojects

@mclarenauto @sennabrasil @goodyear @goodyearracing

#AyrtonSenna #SennaForever #SennaTribute #SennaLegend #SennaSempre #SennaF1 #Formula1 #F1History #F1Legends #Motorsport #GrandPrix #F1Fans #F1Heritage #F1RainMaster #CGIAnimation #3DAnimation #CGITribute #DigitalArt #3DArt #CGIVisuals #MotionDesign #RacingInTheRain #CinematicReel #EpicReels #MotorsportArt #SpeedAndRain #LegendLivesOn


8
7 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

This project focuses on creating a realistic desert camouflage material pass for the Russian BTR-82A armored personnel carrier. The texturing was done entirely in Substance Painter, with an emphasis on believable storytelling through surface detail rather than overt battle damage.

The vehicle features a markless desert camo scheme, designed to reflect units deployed in arid environments. I layered in wear, dust, and sand accumulation to suggest prolonged operation in desert combat conditions. Subtle edge wear, oil streaks, dirt buildup around bolts and panel seams, and sun-bleached surfaces help reinforce the sense of age and usage without relying on exaggerated scratches or bullet impacts.

The goal was to create a convincing material study that could hold up in both cinematic and real-time contexts. This texture pass aims to tell a story through materials: a vehicle that has been working hard in harsh conditions, maintaining functionality but showing the natural signs of deployment and environment exposure.


13
8 months ago

🎨 3D Texturing Challenge – Audio Mixing Console 🎛️

This was a texturing challenge, where the goal was to texture a detailed audio mixing console from scratch! It was a great opportunity to push my skills, balancing realism, wear, and material definition while keeping everything optimized.

I love seeing how different artists interpret the same asset, each telling a unique story through textures. The community submissions so far have been amazing, and I can’t wait to see more!

#3DTexturing #TexturingChallenge #SubstancePainter #GameArt #LookDev #PBR #3DModeling #DigitalArt #3DArtist #EnvironmentArt #RealtimeRendering #GameDev #PropsModeling #CGI #Blender3D #3DRender #LevelDesign #HardSurfaceModeling #VFX #CGArtist #MadeWithSubstance #UnrealEngine #GamingIndustry


31
10
1 years ago

🎨 3D Texturing Challenge – Audio Mixing Console 🎛️

This was a texturing challenge, where the goal was to texture a detailed audio mixing console from scratch! It was a great opportunity to push my skills, balancing realism, wear, and material definition while keeping everything optimized.

I love seeing how different artists interpret the same asset, each telling a unique story through textures. The community submissions so far have been amazing, and I can’t wait to see more!

#3DTexturing #TexturingChallenge #SubstancePainter #GameArt #LookDev #PBR #3DModeling #DigitalArt #3DArtist #EnvironmentArt #RealtimeRendering #GameDev #PropsModeling #CGI #Blender3D #3DRender #LevelDesign #HardSurfaceModeling #VFX #CGArtist #MadeWithSubstance #UnrealEngine #GamingIndustry


31
10
1 years ago

🎨 3D Texturing Challenge – Audio Mixing Console 🎛️

This was a texturing challenge, where the goal was to texture a detailed audio mixing console from scratch! It was a great opportunity to push my skills, balancing realism, wear, and material definition while keeping everything optimized.

I love seeing how different artists interpret the same asset, each telling a unique story through textures. The community submissions so far have been amazing, and I can’t wait to see more!

#3DTexturing #TexturingChallenge #SubstancePainter #GameArt #LookDev #PBR #3DModeling #DigitalArt #3DArtist #EnvironmentArt #RealtimeRendering #GameDev #PropsModeling #CGI #Blender3D #3DRender #LevelDesign #HardSurfaceModeling #VFX #CGArtist #MadeWithSubstance #UnrealEngine #GamingIndustry


31
10
1 years ago

🎨 3D Texturing Challenge – Audio Mixing Console 🎛️

This was a texturing challenge, where the goal was to texture a detailed audio mixing console from scratch! It was a great opportunity to push my skills, balancing realism, wear, and material definition while keeping everything optimized.

I love seeing how different artists interpret the same asset, each telling a unique story through textures. The community submissions so far have been amazing, and I can’t wait to see more!

#3DTexturing #TexturingChallenge #SubstancePainter #GameArt #LookDev #PBR #3DModeling #DigitalArt #3DArtist #EnvironmentArt #RealtimeRendering #GameDev #PropsModeling #CGI #Blender3D #3DRender #LevelDesign #HardSurfaceModeling #VFX #CGArtist #MadeWithSubstance #UnrealEngine #GamingIndustry


31
10
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Sharing my latest 3D environment project developed in Unreal Engine 5: a fully optimized industrial courtyard scene with high-detail props, modular structures, and custom materials. The project integrates advanced shader techniques, including material functions for weathering effects and real-time displacement mapping, maintaining efficient texel density across trim sheets.

The scene was optimized with ray-traced select lights, volumetric fog, and post-process volumes to achieve cinematic atmosphere while ensuring performance. I designed custom scripting to enhance camera focus behavior and crafted efficient navigation paths with blocked routes, vertical exploration elements, and discoverable shortcuts. All modeling, texturing, and level design were completed independently in a one-month production timeline.

#3DEnvironment #LevelDesign #GameArt #PropModeling #PBRTexturing #MaterialFunctions #TechnicalArt #RealTimeRendering #UnrealEngine5 #GameDevelopment #EnvironmentArt #DigitalArt #ShaderGraph #OptimizedTextures #GameReadyAsset #CGI


37
1
1 years ago

Modeled from scratch with a focus on realism and intricate detailing, including rust, scratches, and dirt accumulation. The texturing process utilized PBR techniques and a custom trim sheet setup for efficient material management. This asset was optimized for real-time rendering in Unreal Engine 5, ensuring high visual fidelity without compromising performance. The wheelbarrow serves as a versatile prop, adding authenticity to industrial or construction-themed scenes.

#3DArt #WheelbarrowModel #PropModeling #GameAsset #PBRTexturing #HardSurfaceModeling #EnvironmentDesign #3DProps #IndustrialDesign #RealTimeRendering #GameReadyAsset #UnrealEngine5 #CGI #HighDetailModel #3DVisualization #TechnicalArt #Texturing #DigitalArt #3DModeling #CGProps


23
1
1 years ago

Modeled from scratch with a focus on realism and intricate detailing, including rust, scratches, and dirt accumulation. The texturing process utilized PBR techniques and a custom trim sheet setup for efficient material management. This asset was optimized for real-time rendering in Unreal Engine 5, ensuring high visual fidelity without compromising performance. The wheelbarrow serves as a versatile prop, adding authenticity to industrial or construction-themed scenes.

#3DArt #WheelbarrowModel #PropModeling #GameAsset #PBRTexturing #HardSurfaceModeling #EnvironmentDesign #3DProps #IndustrialDesign #RealTimeRendering #GameReadyAsset #UnrealEngine5 #CGI #HighDetailModel #3DVisualization #TechnicalArt #Texturing #DigitalArt #3DModeling #CGProps


23
1
1 years ago

A curated showcase of my work throughout an unforgettable year. This reel captures key projects, primarily my contributions while working with LEGEND, alongside select freelance endeavors and behind-the-scenes glimpses. While it doesn’t encompass everything, it’s a reflection of the journey, growth, and creative challenges I tackled this year.

#Demoreel2024 #3DArtist #CreativeJourney #LEGENDProjects #FreelanceArt #BehindTheScenes #CGI #DigitalArt #3DModeling #Animation #VisualStorytelling #ArtShowcase #YearInReview #2024Highlights #VFX #3DRendering #CreativeProcess #DesignLife


32
2
1 years ago


Story Save - Best free tool for saving Stories, Reels, Photos, Videos, Highlights, IGTV to your phone.

Story-save.com is an intuitive online tool that enables users to download and save a variety of content, including stories, photos, videos, and IGTV materials, directly from Instagram. With Story-Save, you can not only easily download diverse content from Instagram but also view it at your convenience, even without internet access. This tool is perfect for those moments when you come across something interesting on Instagram and want to save it for later viewing. Use Story-Save to ensure you don't miss the chance to take your favorite Instagram moments with you!

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Frequently Asked Questions

The Instagram Stories Download feature is designed to provide a secure and high-quality method for downloading Instagram stories. It's user-friendly and doesn't require users to register or sign up. Simply copy the link, paste it, and enjoy the content.
Downloading Instagram stories is a simple process that involves three steps:
  • 1. Go to the Instagram Story Downloader tool.
  • 2. Next, type the username of the Instagram profile into the provided field and click on the Download button.
  • 3. You'll then see all the Stories that are available for the current 24-hour period. Select the ones you want and hit Download.
The selected story will be swiftly saved to your device's local storage.
Unfortunately, it is not possible to download stories from private accounts due to privacy restrictions.
There is no limit to the number of times you can use the Instagram story download service. It's available for unlimited use and is completely free.
Yes, it is legal to download and save Instagram Stories from other users, provided they are not used for commercial purposes. If you intend to use them commercially, you must obtain permission from the original content owner and credit them each time the story is used.
All downloaded stories are typically saved in the Downloads folder on your computer, whether you're using Windows, Mac, or iOS. For mobile devices, the stories are saved in the phone's storage and should also appear in your Gallery app immediately after download.