Tyler Smith Takes Concept Art into the 3D Space using Zbrush and Unreal Engine

Utilizing a robust 3D suite, Tyler shows the benefits of fast iteration and thumbnailing when fleshing out concept art

Mike Haggerty
GameTextures
Published in
2 min readSep 16, 2020

--

Felidar Cave Den MGT Zendikar Rising

Tyler Smith truly shows what a great grasp of scale can do for your environment art game. His personal work in this area is beautiful and his VFX skills really shine, especially in his rocky waterfall and stream scenes. He is currently a Senior Environment Artist over at Sucker Punch where he has put those environment art skills to great use in the Ghost of Tsushima.

His concept art is a lovely example of what can be done when melding traditional 2D concept art and 3D art into one cohesive whole. If you take nothing from this article, exploring his workflow and examples for this process is absolutely a worthwhile takeaway.

Tyler does great work and I personally love seeing an artist with such a broad spread of work. It is not often you find quite this level of work across different industries, working on 3D environments for the beautiful Ghost of Tsushima and the always super cool looking Magic: The Gathering card art. Looking forward to see what some of his next projects

Check out his Portfolio!

Temple Steps UE4

--

--