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3D Environment Art

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CHIJIKE DIKEOGU / 3D ART / LEVEL DESIGN

3D ENVIRONMENT ART & LEVEL DESIGN

Building playable worlds from blockout to final implementation.

I create modular environments, architecture, terrain, props, materials, and gameplay spaces through 3D modeling, sculpting, UV development, PBR texturing, level design, lighting, optimization, and real time implementation.

BLENDER UNITY MAYA ZBRUSH SUBSTANCE
ENV / 001
MODELING MATERIALS LEVEL DESIGN REAL TIME

01 / PORTFOLIO LIBRARY

Selected 3D Work

Environments, modular architecture, props, materials, terrain, level design, and technical art.

02 / FEATURED ENVIRONMENT

Underwater Transit Environment

Modular Environment Art & Level Design

A real time underwater transportation environment developed through modular modeling, spatial blockout, architectural planning, material production, optimization, lighting, and Unity implementation.

Environment Art Modular Modeling Level Design PBR Unity
Final real time environment

PROJECT CONTRIBUTION

What I Built

01

Environment Modeling

Modular architectural components, structural pieces, props, and environment assemblies.

02

Level Design

Player routes, spatial organization, circulation, landmarks, and gameplay scale.

03

Materials

UV development, PBR texture production, reusable materials, and surface variation.

04

Implementation

Unity assembly, collision, lighting, environment setup, and optimization.

01 / FINAL WORK

Final Environment

The completed environment is presented first. The sections below break down how the scene was constructed and implemented.

02 / DESIGN INTENT

Reference & Direction

Design Goal

Establish a readable underwater transit environment that combines transportation, pedestrian circulation, structural repetition, panoramic visibility, and believable player scale.

Environment Requirements

  • Two train tracks
  • Pedestrian walkway
  • Bike path
  • Maintenance access
  • Panoramic underwater visibility
  • Modular expansion capability

03 / LEVEL DEVELOPMENT

Blockout & Player Scale

Early playable blockout

Questions Tested

  • Is the tunnel readable at player scale?
  • Are pedestrian and rail routes distinct?
  • Can players understand major destinations?
  • Are structural modules repeatable?
  • Does the space support later expansion?

04 / ASSET CONSTRUCTION

Modular Modeling

Modular kit breakdown
MOD / 01

Structural Rib

MOD / 02

Glass Panel

MOD / 03

Floor Module

MOD / 04

Rail Module

MOD / 05

Walkway Module

MOD / 06

Maintenance Module

05 / TECHNICAL BREAKDOWN

Geometry & UV

06 / SURFACE DEVELOPMENT

Materials & PBR Textures

PRODUCTION COMPARISON

Before & After

Blockout
Final

07 / PLAYABLE SPACE

Level Design

MODEL INSPECTION

Interactive 3D Model

◇

Explore the Model

Drag to rotate • Scroll to zoom

08 / REAL TIME

Engine Implementation

Environment assembled in Unity
COL

Collision

Gameplay collision and movement boundaries.

LOD

Optimization

LOD strategy, mesh reuse, and performance considerations.

MAT

Materials

Real time materials and reusable surface systems.

LGT

Lighting

Lighting and atmosphere supporting readability and mood.

PRODUCTION HISTORY

From Blockout to Final

03 / ENVIRONMENT STUDIES

Additional Environments

Additional work demonstrating different architectural languages, production methods, terrain, materials, and gameplay spaces.

Environment Art / Terrain

Surface Environment

Environment study focused on monumental architecture, terrain integration, material variation, and environmental composition.

Blender Terrain PBR Unity

Modular Environment / Real Time

Science Fiction Environment

Modular science fiction environment focused on reusable architectural pieces, material systems, lighting, and real time assembly.

Blender Modular Substance Unity

04 / ASSET LIBRARY

Props & Modular Assets

Individual environment assets showing modeling, topology, UVs, PBR materials, and in-engine use.

05 / TECHNICAL ART

Technical Art & Pipeline

Tools and systems are presented through the production problems they solve rather than as isolated technical demonstrations.

SYS / 001

Material / Shader System

Problem
Describe the production problem.
Solution
Describe the tool or system.
Result
Describe how it improved the environment workflow.
SYS / 002

Environment Production Tool

Problem
Describe the repetitive or technical production problem.
Solution
Describe the implemented workflow or automation.
Result
Describe the production result.

06 / PIPELINE

Environment Art Workflow

  1. 01 Reference Research & Direction
  2. 02 Blockout Scale & Gameplay
  3. 03 Model Modular Production
  4. 04 Sculpt High Poly Detail
  5. 05 Optimize Game Geometry
  6. 06 UV Texture Preparation
  7. 07 Texture PBR Materials
  8. 08 Implement Unity / Unreal
  9. 09 Light Atmosphere & Readability
  10. 10 Optimize Performance & Polish

07 / PRODUCTION TOOLS

Software & Tools

Tools used across environment modeling, texturing, terrain, level design, visualization, and real time production.

Primary Production

B Blender Primary 3D
U Unity Primary Engine
M Maya 3D Modeling
Z ZBrush Sculpting
SP Substance Painter PBR Texturing
UE Unreal Engine Real Time

Terrain & World Building

World Machine
Gaea
Vue
L3DT
Earth Sculptor
SpeedTree 9
TreeIt
ArcGIS
Cesium
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