
Untamed Venice
Final Render
Created by:
Antony Bal
Jonathan Hanlan
Riley Hunter
David Sanguineti
Natalia Shaw
Ben Smith Whatley
Presentation Render
The sum total of my models in engine, with colour variants included. There are normal, specular and roughness maps for every colour map per model. The leaves are UV mapped to seperate parts of the same resource to save on memory.


Still Image of Asset in Engine
Walls, Doors and Windows all set up to create a street within Venice, using both my models and textures. The Large Balconies and Water effects are not my assets.

Still Presentation Render
The Mask created for this environment sits just below 1000 Tri's, at 968. Using a combination of normal and specular maps I was able to give the illusion of gold banding around the coloured segments, and painted areas.











Unwrapped Textures
UV unwrapped textures from my Mask, Tree and one of the many Doors. For each object the Image, Normal, Specular and Rough maps were created to give them the appropriate appearance within the game engine.





Asset from Digital Device
A local sporting complex has a recently constructed building on it's grounds with a clean concrete wall which I decided would be perfect for some of the concrete behind the colourful plaster fascades.






Environment Concept Art
Despite initially trying to get a sense of the destruction that Venice would be undergoing with such an environmental issue underway, I eventually chose to focus more on the feel of the environment, rather than the details. As such I looked at the colour palette and how to give the scene an appropriate feeling of man vs. nature, using warmer colours for the manmade items and cooler colours for nature.