• Unreal Engine
  • Substance Painter
  • Substance Designer
  • Zbrush
  • Headus UV Layout

Checkpoint: Bravo Re-work

Checkpoint: Bravo Re-work is a complete overhaul of my first scene. I wanted to update my work with new techniques and methods for the asset production pipeline that I had learned.

Original Project: Development Process

Starting this project was difficult for me as it was my first attempt at a large scale scene. Initially, my scene consisted of a large structure surrounding a military style checkpoint in from of the building. I felt that I would not have been able to finish this scene in a timely manner with the knowledge I had at the time of the creation of this piece. I began focusing on smaller props and objects that could be re-used to create a scene without needing a large environment.

This scene was the next iteration of the project, after realizing that my original scene size was a little larger then I could manage. I reduced the scene down to a small focus area. I was able to work with some new modeling techniques. The primary technique I learned about was the maya nCloth tool. Using this tool, I was able to create the large tents in the scene.

Lighting pass #3 – Focus on framing the scene and creating a narrative with my environment.

Lighting pass #4 – The change from day time scene to a nighttime scene and the overall development of story and props.


  • Ian Schneider says:

    Oh My Goodness! Absolutely amazing! It is almost unbelievable how worlds of this nature can be brought to life, and become more real than reality. Drew! You are fantastic! Love you Grandpa Ian

Leave a Reply