About Me
My name is Peter Sekula and I've been an experienced Senior Environmental Artist for over 12 years. In that time, I've worked on industry titles such as the Tom Clancy's: Ghost Recon series, Rainbow Six series, Far Cry 4, and Tom Clancy's: The Division. I'm also the founder of my own Unity and Unreal Engine content development company, "Quantum Theory Entertainment." You can purchase all of my affordable content in the Unity Asset Store and Epic Marketplace. As an Art Director in the game industry, I feel it's paramount to creatively illustrate game design and thematic intentions through art. If one can create a sense of wonder or curiosity in the viewer, they've captured them and can guide them on an immersive journey through visual storytelling. But that adventure can only begin with special skills; Composing scenes from the camera's perspective, texturing them to get a high level of detail, then illuminating the scenes to portray the intended mood are all critical in standing out in a competitive market. In other words: I live for this sort of thing.
Photogrammetry- Creating Beautiful Scans
2019 will be the year of Photogrammetry.
Rome: Fantasy Pack II
Continuing the Rome Fantasy Pack series, Rome: Fantasy Pack II brings classical Roman exteriors and interiors to your Triple-A projects.
Tutorial – Roman Statue Textures
Go from dull to Triple A with this tutorial on creating high resolution carved Roman-inspired statue materials! You’ll be amazed how easy it is! No modeling or sculpting required.
3D Art Sketches 1
Sometimes I get inspired to try to create different sorts of effects and artwork. Here’s a dump of my 3d art sketches that you may find interesting!
Breakdown – Cypress Wood Substance Material
Time for a complex one. Every environment artist needs a tree bark at some point. Cypress trees are iconic of Italian landscape, so it was fitting to construct a Cypress Wood Substance Material for my Rome: Fantasy Pack I project in Unity and Unreal. It turned out the heightmap came together pretty fast. Getting the albedo to look the way I wanted was the real challenge. Making sure the grey-to-reddish-to-tan transitioning felt right took some time. My custom nodes, Get Slope and Height Selector, are required for this exercise. Get them here: https://share.allegorithmic.com/libraries/1172 The Height Selector isolates pixels in a greyscale heightmap based on […]
Breakdown – Wicker Substance Material
I needed a wicker substance material for all the baskets I was making for Rome: Fantasy Packs I and II. Substance Designer to the rescue! This one was 100% procedural. This was fun to do. Since the wicker pattern is lower frequency, you can dial in a greater amount of detail. For patterns like this, it’s super vital that you have a tile generator/random on the side that can do color randomness so you can later directionally warp the albedo map, making it look more 3d. Getting the shades of brown wasn’t too tough, but mixing in that purple proved […]
Interview on Allegorithmic.com
My Rome: Fantasy Pack series completely relies on Allegorithmic’s software suite. In this interview, I talk about the process and offer tips and tricks along the way.
Interview on 80 Level
Kirill Tokarev was kind enough to interview me for an article on 80 Level. I spoke about my work experience, how I approach 3d art and materials, and some good traditional philosophies for developing artwork.
Rome: Fantasy Pack I VR
Experience Triple A in VR! Rome: Fantasy Pack I is in VR with this exclusive demo using Unreal Engine 4
Rome: Fantasy Pack I
Rome: Fantasy Pack I is a complete, Triple-A quality environment pack set in Ancient Rome, focused on the middle to lower-class lifestyle in the grand city. Multi-floor dilapidated architecture, archways, brick and stone, iron and mud.