(Environmental) Artist needed for help with procedural generation portfolio project

Hi All,

I’m developing a number of systems within UE4, and need some help adding some aesthetics to the demos to really show off their potential. I’ve done some basic Blender models to demonstrate basic functionality, but I think it needs something more on the artistic side than I can do at the moment.

I’m looking for help drawing 3D models that form the building blocks of a procedural terrain generation system. The system uses pre-fab tiles, and works out whether edges are compatible, then places suitable tiles next to each other on a hex grid. The current pre-fabs are uuuugly, and I need your help!

I’ve tried making some slightly more advanced tiles, by creating arches, ramps and generally beveling sharp edges, examples of which can be seen in the left image, but is still very rough. One issue is the repetition of tiles (image right), and I would be looking for multiple variants of each tile archetype of which there are 12.

I can offer a small amount of money for exclusive rights to the work, but would rather work on this as a collaborative portfolio project (as that is what it is at the moment).

The video on how the system works can be found here:

@DrVonTischler :

An interesting topic you’ve got there. I am also building rather complex systems in blueprints, so I can see the appeal of challenging yourself (it is the same with me). On another note: I can literally do anything regarding game development (3D too), so I could provide you with assets. Although I am a busy person, I probably would find the time to make these kinds of assets. Do you have any idea, what the assets should look like on the artistic side?

Regardless, I am inclined to help you out :).

Here are some example tiles I created. Let me know, if you are interested. I can also create futuristic things, post apocalyptic, modern and other styled things FYI :).

Tile Design Guidelines

Tile size:
6 sided cylinder primitive with Z-height equal to radius (to outer vertex of the cylinder).

Tile types:
Types are defined by their interface. There are 14 basic types:

  1. No interfaces
  2. One interface
  3. Two interfacing faces adjoining (nomenclature: 2_Ortho)
  4. Two interfaces with one gap between them (2_Meta)
  5. Two interfaces with two gaps - i.e. diametrically opposite each other (2_Para)
  6. Three interfaces all adjoining (3_Ortho)
  7. Three interfaces with two adjoining and the third separated by one space (3_Dexter)
  8. Reflection of the above (3_Sinister)
  9. Three interfaces each separated by a gap (3_Even)
  10. Four interfaces all adjoining (4_Ortho)
  11. Four interfaces with three adjoining and one separated by a gap (4_Meta)
  12. Four interfaces with two adjoining pairs diametrically opposite (4_Para)
  13. Five (adjoining) interfaces (5_Ortho)
  14. Six interfaces - i.e. the baseline template cylinder (6_Base)

The interface tris/quads must fill corner vertices of the baseline tile to ensure seamless match to neighbour tiles. Geometry within the package volume of the baseline tile can be defined by the artist. Tiles can represent Cliffs / Ramps / Bridges with an example of a 3_Dexter_Template (left) and 3_Dexter_Arch (right) shown below:

Just did a follow-up video to show practical application of this:

Still looking for artists to help with template designs.