Jeffrey Garcia is a 

Environment Artist

from Los Angeles, United States

Skills

Environment Art
Props

Styles

Tools

  • My name is Jeffrey Garcia and I am a driven and passionate artist with a focus on creating compelling environments. Highly motivated and ambitious, always looking for opportunities to expand my knowledge.

New World: Rise of the Angry Earth - Last Light



I Had the great opportunity to join and work with the Lost Boys Interactive and Amazon Games Studio on this expansion.
Last Light was a collaborative effort between Blayde Gilley, Alex Sanches, Ethan Reeds, Ricardo CIenfuegos and I.
Blayde Gilley created the initial pass for the Point of Interest (POI). Ethan Reeds did the lighting for the area. Alex Sanches did a pass on set dressing, and Ricardo Cienfuegos placing the bramble on the exterior of the camp.
I was responsible for set dressing of the interior of the camp and placing the barricade wall and cliff adjustment on the exterior. I also helped with placement of NPC's around the camp.
Last Light was one of the first POIs I was able to contribute too, as always this was a huge collaborative and team effort and went through passes of optimization and polish from not only myself but other team members as well.

 

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Gardener's Cottage

This was the culmination of 10 weeks of work for the CGMA course Environment Art for Games in UE4  with Peyton Varney.

The original concept was done by  - Qian Xiong

This course covered the process of creating a environment from initial block out, modeling, texturing, foliage creation, shaders, lighting and rendering.  It was a fun experience expanding the initial concept to add more elements to aid with storytelling. Special thanks to Peyton for his feedback and brainstorming of ideas of what I could add to the scene. This course was a great aid in understanding areas of focus I needed to work on and learned a lot from all the critiques that I received.

Responsible for all aspects

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Leartes Studios // Dark Medieval Asset Pack

I had the opportunity to contribute to Dark Medieval Asset pack by Leartes Studios I was responsible for modeling and texturing of the assets shown with the exception of the wooden crate which I re worked the textures only.
Modeling made with Maya, Zbrush, Marvelous Designer, maps baked with Marmoset Toolbag. and Texturing in Substance Painter
Congrats to the Leartes Studios team on the release !
Special Thanks to :
Oguzhan Kar

Serdar Ürkmez

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Brick Study

Bricks I did for practice to brush up on this workflow for creating tileables, sculpted in Zbrush and textured it in Designer.

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Spider Lily

After recently playing Ghost of Tsushima and admiring all the vegetation and finishing Demon slayer I was really intrigued by the spider lily in both. My goal was to try to recreate it with what I had recently learned from my previous foliage study and implement it into something new. I based the forms and the color scheme for the plants based on reference I found. I wanted to create variety and not just make a red one but a white and yellow one as well. I sculpted the foliage in Zbrush, Baked down the maps in Marmoset and set them up in Maya, texturing was done in Painter I then brought them into Unreal. I had a lot of fun working on this one playing around with shapes and forms of the different variations.

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Foliage Study

 

For this project I wanted to achieve a better understanding of foliage creation. I followed the Gnomon Tutorial from Peyton Varney and it was of great help. Originally I had planed for it to just be a focus on vegetation but entertained the idea of expanding on it to a full environment, but in the end I just wanted to focus on my original goal. Everything was sculpted in Zbrush, bakes were done in Marmoset and final Game Res assets were assembled in Maya with textures done in Substance Painter. I was happy with the end results for and look forward to expanding it further.

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