TOMÁŠ KLOUTVOR
トマーシュ クロウトボル
*D generalist and Environment Artist
Self-taught 3D artist. Capable of creating various art styles of captivating 3D environments. Focusing mainly on stylized atmospheric art
Programms and packages:
Blender, Zbrush - Digital sculpting, Low poly modeling. High poly modeling. Retopology. UV Mapping
Adobe substance 3D painter – Baking, Texturing, Trim sheet creation Adobe Photoshop - Trim sheet and texture atlas ccreation Unreal Engine 5 – Enviroment creation. Material creation. PCG foilage. Scene Lighting DaVinci Resolve and Wondershare package - Video editing Fast tree- tree and foliage creation tool
Projects:
My Summer holiday - a Ghibli inspired stylized environment
(link just in case https://www.artstation.com/artwork/JrQbga) A feel good stylized environment, focused on stylized foliage and simple and cheap modular houses
Inspiration: First things first, I Collected references from the movie set of The Hobbit in New Zealand and various online sources. Used these to create the general composition, CONTACT
E-mail: *********@*****.***
Telephone: +420-***-***-***
Address: Hamamatsu, Shizuoka Japan
PORTFOLIO
ARTSTATION
feel of the environment, and each static asset.
Asset Creation:
Modeling: Created all assets from scratch in Blender and ZBrush, optimizing poly count for performance. For houses and fences I created modules which could be reused over and over.
Texture Sizes: The texture used for foliage assets is one gradient atlas texture. I wanted to try this workflow and am happy with result. My idea was saving alpha overdraw for grass and flower assets by modeling in low poly the models and using gradient texture (which is just 64x64) for color variation.
Foliage: Trees and bushes on the other hand use only alpha texture for leave cut outs and rest is done by material made in Unreal engine. I used two separate workflows for bushes and trees to achieve stylized look, but the result is mostly the same I think.
Technical Skills:
Unreal Engine 5: Landscape creation with sculpting, texture painting and Virtual texture creation for better blending of static assets. Vegetation placement was done by hand and not using procedural foliage placement in this project.
Lighting Setup: Set up dynamic lighting to create a realistic and immersive atmosphere.
Other I tinkered about with creation of stylized wind effects. This was done bot by combining simple grass wind node and Rotate around world axis, so the foliage not only moves from side to side as it does in real life when wind blows but also within the mesh itself so it feels more alive. I also created stylized wind lines to add more visual interest in the scene.
Project Outcome:
Created a short video showcasing the project with sound effects and music. I am happy with the overall vibe of the environment.
F ading lanterns - Life is strange series inspired stylized environment project
(link just in case https://www.artstation.com/artwork/Ez2r2v ) A stylized environment of a small lake side town in Japanese mountains. Formerly popular holiday resort is struggling with decline of traditional customers and young people leaving for bigger cities. Inspired by Life is strange games focused on stylized hand painted textures. Main focus is a small cafe (inspired by actual place - Shimonada Cafe in Japan) at the beginning of a hiking trail.
Asset Creation:
Modeling and Sculpting: I created all assets from scratch in Blender and Zbrush, optimizing poly count for performance. Background buildings were created from modular assets to save time and simplify the project in terms of geometry and texture sizes. For simplicity and more variation houses in far background are basically stylized decals.
Texturing: All textures were hand made by me. Modular assets share same texture atlas.
Vegetation:
Created trees and shrubs using Speedtree and refined them in Blender to match the stylized aesthetic and reduce the poly count.
Created additional vegetation using a combination of Blender, Substance Painter, and Photoshop.
Developed a Master Material to quickly swap and control foliage types and control wind so the environment feels more lifelike.
Lighting and Fog: Utilized volumetrics and volumetric scattering to create that Life is strange golden hour style atmosphere.
Project Outcome:
Created a short video clip representing “the loading screen of a new fictional game” with a typical background sound and inviting atmosphere. Profesor Lupin suitcase - a realistic prop
An attempt to create a realistic prop Inspired by Harry Potter books. An old traveling leather suitcase.
Asset Creation:
Modeling This was a straightforward model, trying to keep the poly count low while keeping the silhouette of the model as clean as possible. Main focus of this exercise was to create realistic damage on the model.
Texturing: Texture were the main focus here, This is first model I made that used multiple (3) 4k resolution textures for its materials. I was excited to play around with creating highly weathered feeling to the suitcase.
Project outcome: A realistic looking chest or a suitcase. Macro shots show how well the 4k textures look from up close. I am happy about this, because I have always wanted to create close up shots of a detailed object like this. It would not take long to turn this model into usable background prop by down-scaling the texture sizes. Language skills:
Czech language – native speaker
Japanese language – fluent(JLPT N1 certificate)
English language – fluent
German language – basics