Vive + PSVR Project

This is for the Sony IronVR title that will be released in 2020.

This project was a team effort by the environment team. A lot of props were passed through many hands. Many I've modeled, many I've only textured. A large majority of the elements in the scene were reoptimized by me.

This project was a team effort by the environment team. A lot of props were passed through many hands. Many I've modeled, many I've only textured. A large majority of the elements in the scene were reoptimized by me.

Reoptimization includes remodeling for low polycounts, redoing the UVs redoing the textures to conform a new shader set up.

Reoptimization includes remodeling for low polycounts, redoing the UVs redoing the textures to conform a new shader set up.

Created modular system for quick neighborhood building used by the environment team. All pieces snapped to grid appropriately and was UV'd to create seamless tiling.

Created modular system for quick neighborhood building used by the environment team. All pieces snapped to grid appropriately and was UV'd to create seamless tiling.

Neighborhood created by my modular system.

Neighborhood created by my modular system.

Modeled and textured a Couch for cinematic scene

Modeled and textured a Couch for cinematic scene

Couch for cinematic scene. Modeled, textured and lit using PBR in Unity.

Couch for cinematic scene. Modeled, textured and lit using PBR in Unity.

Modeled, textured foliage for set dressing.

Modeled, textured foliage for set dressing.

Vine work and other foliage work.

Vine work and other foliage work.

Tidepool rock formation that would be used in water and shoreline set dressing.

Tidepool rock formation that would be used in water and shoreline set dressing.

Rock Scree formation for set dressing. The scale is actually quite large and one of the smaller rocks are the size of a person. White represents sand that is removable.

Rock Scree formation for set dressing. The scale is actually quite large and one of the smaller rocks are the size of a person. White represents sand that is removable.

More rock scree variation.

More rock scree variation.

Hi poly sculpt of Rock scree

Hi poly sculpt of Rock scree

Hi poly sculpt of Rock scree

Hi poly sculpt of Rock scree

Example of rock scree in Unity. Person for scale on the right.

Example of rock scree in Unity. Person for scale on the right.

Beach Rock sculpts for set dressing

Beach Rock sculpts for set dressing

Beach Rock sculpts for set dressing

Beach Rock sculpts for set dressing

Test set dressing. Tidepool, rocks and sand sculpted and modeled by me.

Test set dressing. Tidepool, rocks and sand sculpted and modeled by me.

This cityscape level was a team effort by the environment team of 7 people.

This cityscape level was a team effort by the environment team of 7 people.

A lot of my duties were creating some props, but mainly reoptimizing for performance in engine. Reoptimizing includes, remodeling to lower polycount, redoing the UVs and redoing the textures to meet a new shader setup.

A lot of my duties were creating some props, but mainly reoptimizing for performance in engine. Reoptimizing includes, remodeling to lower polycount, redoing the UVs and redoing the textures to meet a new shader setup.

This is an unlit Work In Progress scene in Unity. My contribution was creating the modular system for the background neighborhood, foliage, tidepools, sand, rock scree, creating collision and LODs and setdressing.

This is an unlit Work In Progress scene in Unity. My contribution was creating the modular system for the background neighborhood, foliage, tidepools, sand, rock scree, creating collision and LODs and setdressing.