Original 3D Environment Showcase
Role: 3D Artist, Level Designer, Environment Artist, Graphics Programmer | Tools: Unity, 3DS Max, Blender, Substance Painter
Team: Solo • Duration: 6 weeks • Project: Original 3D Environment (3DS Max, Substance Painter, Unity)
If the YouTube video doesn't load, you can view the showcase below:
Project Overview
This 3D environment demonstrates my 3D art and level design capabilities. I designed and created every element from initial concept to final implementation, showcasing proficiency across the complete 3D production pipeline in Unity.
Scope: Solo Project • Duration: ~6 weeks • Workflow: Blockout → Modeling → UVs → Materials → Lighting → Polish
Workflow & Challenges
I built a modular asset kit first, then iterated in passes: blockout → lighting → material polish. Key issues I solved included: fixing lightmap seams with secondary UVs, creating a performant leaf shader with wind animation, reducing overdraw through foliage density culling, and consolidating textures into atlases to cut draw calls. Profiling led to LOD thresholds and baked lighting changes that stabilized frame time for optimization on lower-end hardware.
3D Modeling & Asset Creation
I modeled every object, prop, building, tree, and environmental element from scratch using industry-standard 3D modeling techniques:
- High-Poly Modeling: Created detailed base meshes with proper topology and edge flow for optimal performance and visual quality.
- Low-Poly Optimization: Retopologized models for real-time rendering while maintaining visual fidelity and performance standards.
- UV Mapping & Unwrapping: Created efficient UV layouts to maximize texture resolution and minimize stretching across complex geometry.
- Modular Design: Built reusable asset sets with consistent scale and style to create cohesive environments efficiently.
- LOD Implementation: Developed multiple levels of detail for distant objects to optimize performance across different viewing distances.
3D modeling workflow results.
Level Design & Environment Art
I designed the complete level layout and environmental composition, creating engaging spaces that guide player movement and tell stories through visual design:
- Terrain Sculpting: Used Unity's terrain tools to create natural landscapes with proper height variation, erosion patterns, and realistic geological features.
- Environmental Storytelling: Designed spaces that communicate narrative through composition, lighting, and object placement.
- Composition & Framing: Applied cinematographic principles to create visually striking vistas and intimate spaces.
- Scale & Proportion: Ensured consistent scale relationships between all environmental elements for believability.
- Performance Optimization: Implemented occlusion culling, LOD systems, and efficient asset placement for smooth performance.
Result of the Shader Graph development process.
Texturing & Material Creation
I developed texturing workflows and material systems to bring the environment to life with realistic and stylized visual appeal:
- Substance Painter Integration: Created detailed texture sets with procedural and hand-painted elements for realistic surface materials.
- PBR Material Workflow: Implemented physically-based rendering materials with proper albedo, normal, metallic, and roughness maps.
- Shader Graph Development: Built custom shaders for specialized effects, including advanced leaf shaders for trees and vegetation.
- Texture Optimization: Balanced visual quality with performance through efficient texture atlasing and compression techniques.
- Material Variation: Created material instances and variations to add visual diversity while maintaining consistent art direction.
Technical Implementation & Unity Workflow
This project demonstrates my technical proficiency with Unity's environment tools and advanced features:
- Terrain System: Used Unity's terrain tools for landscape creation, texture blending, and detail mesh placement.
- Shader Graph: Developed custom shaders for specialized effects, including advanced leaf shaders that respond to wind and lighting.
- Lighting & Post-Processing: Implemented dynamic lighting systems and post-processing effects for atmosphere and visual fidelity.
- Asset Pipeline: Established efficient workflows for importing, organizing, and managing 3D assets within Unity.
- Performance Profiling: Used Unity's profiling tools to identify and resolve performance bottlenecks.
Visual Effects & Polish
I enhanced the environment with visual effects and atmospheric elements:
- Particle Systems: Created environmental effects like dust, fog, and atmospheric particles for depth and atmosphere.
- Dynamic Elements: Implemented wind effects for vegetation, water animations, and other dynamic environmental features.
- Atmospheric Design: Used fog, lighting, and color grading to create mood and enhance visual experience.
- Detail Enhancement: Added small details and micro-interactions that bring the environment to life.
Visual effects and atmospheric polish.
Skills Demonstrated
This project showcases 3D art and technical skills:
3D Art Skills
- 3D Modeling (High & Low Poly)
- UV Mapping & Unwrapping
- Texturing & Material Creation
- PBR Workflow
- Asset Optimization
- LOD Creation
Technical Skills
- Unity Environment Tools
- Shader Graph Development
- Terrain Sculpting
- Performance Optimization
- Lighting & Post-Processing
- Asset Pipeline Management
What I Learned
I deepened my Shader Graph skills, developed a more robust optimization approach (profiling, LODs, batching, and baked lighting), and most importantly, internalized the full 3D art pipeline. From modeling and UVs to texturing, materials, lighting, and engine integration, I learned to perform well across each stage to deliver game‑ready assets and environments.