Introduction

Hello! My name is Andrew Alexandrov. I’m an environment artist from Moscow, Russia.

Since the childhood, I dreamed to create games. However, I wanted to be a programmer. At that time, I thought that only programmers creating games (ha-ha) When I was young, around 13 years old I found out what is CG and it changed my perception of the real world. After I went to college to be a programmer at the same time self-learning 3ds Max, PS, ZBrush. To the end of study in college I got a large portfolio and began to look for a job as Architectural Visualization artist. After working for about 5 years, I felt that I was missing something. Remembering my childhood dream, I quit my ArchVis job and began to work hard to create Low-poly models, textures and materials for games. Also I started to learn Substance Designer and Unreal Engine 4. A year later I got a portfolio with Low-poly models and various procedural materials and sent it to several developers from the Jobs section on Artstation.

One of those who hired me was Bluehole, Inc working on PUBG / PlayerUnknown’s Battlegrounds. It was a stunning team of good and motivated people. We very quickly found a mutual language. Since that started my professional work as Environment Artist

Production of Spring in the mountains

Usually I working on environment props, indoor and outdoor areas of buildings but this time I wanted to learn how artists creating large landscapes like in Witcher 3 using World Machine (WM) and Unreal Engine 4. My reference choice was Scotland landscapes. There are a lot of beautiful places. I’m not tried to repeat exact mountains or places, but it should look natural. So, I made a height map in WM and then exported several masks to define snow/rock/ground areas

WM graph: