fowlmarlee

• Welcome! •

Hello, and welcome to my portfolio!My name is Marlee, I'm a 31 year old texture artist & game modder. I pride myself on being an determined problem solver whose motivations are driven by the desire to improve my artistic skills & technical knowledge of UE5. My goals are to become knowledgeable in multiple areas of game development so I can create without limitations.For all communications please reach out to me on discord (fowlmarlee)

Original Concepts

The below concepts are all my own original designs. I enjoy creating simple designs, but I also am making an effort to improve my skills with realism-based patterns and textures. Most of the skins I create are made to be converted into RGB formats, but I do have some experience creating albedo maps as well.My program of choice for 3D texture art is Substance Painter.

2023

2024

2025

Realized Concepts

The below concepts are all designs from other artists that I recreated for fun, or by request of the teams I work under.My program of choice for 3D texture art is Substance Painter.

2024

2025

Other Works

The majority of my other works are personal projects that dabbled in other areas of game development, always within Unreal Engine. Before learning Unreal Engine I primarily spent my time creating 2D artworks, which will also be showcased below!

A Collaborative Environment

When running my Isle Legacy server, "Open Dinos", I had the opportunity to work with many other talented artists. These artists would approach me with an interest of having their mods posted on my server, and I would work with them to get the mods fixed up to look nice in the game & well as converted to be useable for players.I took on the role of performing TLC fixes to many projects, ranging from small changes such as weight paint fixes, to larger changes such as adding custom UVs, textures, and materials to creatures.

Particle Systems

Something I dabbled in here and there was creating custom Particle Systems for my map overhauls. I looked up guides that taught me the basics, and then adjusted what I learned to better fit the aesthetics that I was going for. Below is an example of the PS that I have created over the years.

Landscape Overhauls

My absolute favorite series I worked on was my Landscape overhauls. These were mods that swapped out roughly 70% of a game's textures and replaced them with new ones to fit whatever aesthetic I was aiming for.As well as textures, I also replaced the models of foliage and occasionally other props as well. When doing this I was taught by a friend about the importance of LODs and map optimization. It was very important to me that the majority (if not the entirety) of my community could use any mods I created. My most ambitious mod (Arid) only saw a loss of 5 FPS at the absolute worst, according to the testing of my staff & friends with low end PCs and laptops.At the time I had an i3 CPU & 1070 TI GPU, and I experienced basically no FPS loss despite the new models I added to the game. I believe my landscape overhauls display my strength with basic optimization as well as having an eye for pleasing environmental aesthetics.

One challenge was trying to figure out what would look good or at least, passable, when replacing the models of the unfinished buildings on this map. As seen in the above guide I created for one of my artists, these meshes are placed in a very specific way that can make most replacements look bad.When creating a replacement for my Arid map, I decided that an abandoned ruin look would suffice. I pulled unused assets from the game, recolored the textures, & added store-bought vines to enforce the idea that these ruins were long forgotten.With my Halloween map, I decided that the repeating SmallWings model would look nice replaced with custom gravestones. I found some free graveyard models and had a lot of fun giving them all unique textures.

An example of landscape changes in a stillwater environment.Arid - Added store-bought cypress & gum tree models. Pond scum was replaced with a new & yellower colored texture. Ground foliage was mostly a simple recolor, though a few models were replaced such as the grass.Autumn - Recolored conifer trees to appear a bit drier. I separated the material of the birch trees (previously all models shared the same material) to allow for different texture colors between models. Grass was made longer & pond scum was replaced with dead leaves.Spring - Overall given a more vibrant appearance. Birch trees were given entirely new leaf textures. Grass was replaced with custom meadow grass assembled with store-bought assets. Pond scum was replaced with cherry blossom petals.Winter - Almost every texture for this map was replaced. In an attempt to simulate deep snow, grass models were replaced with a custom made mesh that intended to look similar to freshly fallen snow.

An example of landscape changes in a river environment.Autumn - Recolored conifer trees to appear a bit drier. I separated the material of the birch trees (previously all models shared the same material) to allow for different texture colors between models. Grass was made longer.Halloween - The visuals of this map were greatly inspired by Tim Burton's "Nightmare Before Christmas". All textures were darkened to look black and dead. Some of the trees were replaced with a free leafless model, and the sky was changed to a spooky shade of orange.Spring - Overall given a more vibrant appearance. Half of the birch tree models were given entirely new sakura tree models (optimizing these models was a massive challenge as they have a very high triangle count). Grass was replaced with custom meadow grass assembled with store-bought assets.

An example of landscape changes in a industrial environment.Autumn - Recolored conifer trees to appear a bit drier. I separated the material of the birch trees (previously all models shared the same material) to allow for different texture colors between models. Grass was made longer & ivy textures were given a reddish coat of paint (similar to how English Ivy will look during the fall).Spring - Overall given a more vibrant appearance. Half of the birch tree models were given entirely new sakura tree models (optimizing these models was a massive challenge as they have a very high triangle count). I thought it would be cute to replace ivy textures with flowers, giving the map a nice pop in color. Various ground foliage were replaced with small flowers as well.Winter - Almost every texture for this map was replaced. To attempt to simulate deep snow, grass models were replaced with a custom made mesh that intended to look similar to freshly fallen snow. I chose to recolor the Ivy with a nice blue tone as I felt it fit the palette nicely.

An example of landscape changes in a rocky environment.Arid - Added store-bought cypress & gum tree models. Ground foliage was mostly a simple recolor, though a few models were replaced such as the grass. Cliff texture and normal maps were replaced as well.Halloween - The visuals of this map were greatly inspired by Tim Burton's "Nightmare Before Christmas". All textures were darkened to look black and dead. Some of the trees were replaced with a free leafless model, and the sky was changed to a spooky shade of orange.Winter - Almost every texture for this map was replaced. To attempt to simulate deep snow, grass models were replaced with a custom made mesh that intended to look similar to freshly fallen snow. I chose to recolor the Ivy with a nice blue tone as I felt it fit the palette nicely.

Digital Art

While I don't have as much time as I used to, I also enjoy dabbling in 2D digital art from time to time, using programs like Clip Studio to create either personal pieces, or icon work for other projects. I generally prefer a more cartoony style, as I find it more fun to stick with a simple art style!

!!COMMISSIONS ARE CLOSED!!

Commissions are currently closed. If you are interested in hiring for part time work, you may still contact me via discord to discuss the details of the job. Please note that for part-time work I am looking for hourly pay.Please note that I do not typically offer ETAs for my work, however, I try to get all commissions completed within a month (times may vary depending on amount of work requested). If you have a deadline you need the art by, please communicate that with me beforehand.

Skin Commissions

PRICING
I charge a base price of $30 USD/per skin, but offer a "$100 USD for 4" discount.
RULES
1. Payment will be required before I send the texture files.
2. FOR MY CONCEPTS: You may request as many design changes as you'd like during the concept art phase (within reason). Once I put the skin on the model, all major design choices are final. If you feel that aspects of the skin need to be tweaked, I will allow up to 3 alteration requests. After that, I will charge extra.3. FOR YOUR CONCEPTS: When you provide me with a concept, we will discuss if you prefer that I keep the skin true to the original design, of if you want me to recreate the concept in my own style. Whatever is agreed upon during this discussion is final.
• If we agree to stick strictly to the concept art, redesign requests after I have completed the skin will not be accepted without an additional charge. I will allow 3 alteration requests for free so long as they do not require major changes.
• If you want me to recreate the skin in my own style, I will allow up to 3 alteration requests for free, and one design change for free. After that, I will charge extra.
4. FOR PATH OF TITANS SKINS: If you do not provide me with a color palette for the skin, I will create my own. If you dislike the palette I choose, I take no issue with you making changes.5. COMMUNICATION IS A MUST - if I do not hear back from you within a week, I am entitled to cancel the commission.

2D Art

PRICING
• I charge $5 USD for sketches, $20 USD for clean lineart, $25 USD for flat colors, $30 USD for basic shading (I do not offer works with backgrounds at this time)
• Icons (Twitch/Discord emojis, profile pics, etc) are $5 USD per piece.* Prices vary depending on amount of characters and complexity requested in a single piece.RULES
1. Partial payment is required upfront (full payment required upfront for sketches).
2. Once a sketch of your piece is approved, the remainder of the payment is required before I complete the piece. If I fail to complete your commission for any reason I will refund this amount.3. COMMUNICATION IS NECESSARY - if I do not hear back from you within a week, I am entitled to cancel the commission.

Payment Info

I only accept payment via Paypal. Please be aware I use USD.