
Kavisha Mutucumarana
3D Environment/Prop Artist
Hey guys! I'm Kavisha, a 3D Game Artist with a love for everything games.I found my interest in 3D art while studying Game Design and I haven't looked back since.
Programs:
Autodesk Maya | Blender | Substance Designer | Substance Painter | Zbrush | Unreal Engine | Unity



Dungeon Doorway
This was one of my first assets I created. I focused on keeping the topology clean and optimized for games.
Maya | Zbrush | Substance Painter | Marmoset
Sandstone Material
A smart material I created for the game "Far Outback". This was created to make it easier for the level designers to apply and adjust cobblestone to select walls in the environment.| Substance Designer |
Wood Plank Material
This smart material was created for the ship floor in the game "Far Outback".| Substance Designer |
Alchemist's Workshop - True Love's Sip
This was a personal project that I did to put into practice everything I had learnt over a year and half.I had lots of practice working with opacity maps and transparency due to the amount of glass materials I had to create. I found this a great opportunity to practice what I learnt about composition and tried to tell a small story with my scene.Maya | ZBrush | Substance Painter | Marmoset Toolbag
Far Outback Environmental Assets
These were some of the environmental assets I created for an Isometric game called "Far Outback" I was working on with a small team. The game was being developed in Unity.Different optimization techniques such as culling of unseen faces and trim sheets were used on the architecture.For the foliage and trees, detailed textures were baked onto low poly planes.Maya | Substance Painter | ZBrush | Marmoset
Truffleheim Village - WIP
I'm currently working as a volunteer 3D environment artist for a project called "Bureau of Fanstatical & Arcane Affairs". I am tasked with creating a small scale Mushroom themed village called "Truffleheim".These are some of the assets I have done so far. To ensure optimization, the detail in the meshes were kept to a minimum due to the fact that these assets were going to be less visible compared to the player's size.Maya | Substance Painter | ZBrush | Marmoset | Unreal Engine
Japanese Shrine Scene
This scene was created in Unreal Engine 5 for me to practice and learn how to create shaders.The models created such as the stone shrine, lanterns, and the smaller assets seen placed near the shrine were low poly.The grass was created by using a simple grass mesh and adding a shader to it to add the wind effect. The leaves on the trees were created by adding a leaf alpha image to planes and then scattered on the trees through a software called TreeIt. A similar shader used for the grass was also used on the tree leaves.The cherry blossom leaves falling were created through the Niagara system in Unreal Engine 5.Maya | Zbrush | Substance Painter | TreeIt | Unreal Engine