As an artist I strive to improve my craft so I can create environments that are just as fun to explore as the ones I see made by others.
• Using photogrammetry to create game ready environment art asset packs. Tools used are DarkTable, Reality Capture, Substance
Designer, Substance Painter, TreeIT, Blender, Unreal Engine.
• Created custom spline blueprint for creating customizable bridges for use in Unreal Engine. Tools used are Substance Designer,
Autodesk Maya, Unreal Engine.
• Produced customizable water material for use in Unreal Engine. Tools used are Substance Designer, Unreal Engine.
• Authored customizable substance Designer materials for use in Unreal.
• Asset Store Link: https://www.unrealengine.com/marketplace/profile/Peter%20Severud
• Creating Documentation of our teams Data collection and processing pipelines.
• Set up and calibrated 3D Scanning Rig and equipment.
• Guiding members of the public through a series of studies, for data collection for the Meta Ray Ban Smart Glasses project.
1. Created silicone ear mold impressions of study participant’s ear and ear canal.
2. Scanning head and torso and silicone ear molds of over 1,000+ human participants with the Artec Eva and Space Spider scanners.
3. Used Artec 3D, Zbrush, Maya, and Wrap 3D to post process and clean the 3D scan data.
• Data Annotation of photographs and 3D scan data.
• Collected and organized 1,000+ dataset into a master excell spreadsheet.
• Completed special assignments for the Meta Researchers.
• Operated Lidar Scanner to scan room interiors and building exteriors.
• Used photogrammetry to scan room interiors for creating environments for simulation tests in VR. Scan data generated using Agisoft Metashape.
• Modeling and texturing environment art assets for use in a VR game built in Unity. Tools used are Substance Designer and Autodesk Maya.
• Keeping constant communication with the client so that each piece matched to the concept.
• Created multiple environment props and animated material effects for their upcoming Unreal Engine VR Game, Spellbound. Tools used were Autodesk Maya, Substance Designer, Zbrush and Unreal Engine.
• Game Store Link: http://store.steampowered.com/app/463400/
Modeling/UV mapping/texturing environment assets.
Material set up in Unreal Engine.
Assembling environments inside Unreal Engine.
Rendering out matinee sequence in Unreal Engine.
• Creating game models, matching the concept art that was created for each piece
• Texturing the models according to the concept art and matching the art style
• Exporting the game assets so they can be put into the game