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Project Obsidian

Group collaboration with Draylon Polk and Tennessee Taylor.

Rolls:
Texture Artist: Draylon Polk
https://www.artstation.com/draylon_polk

Sculptor: Tennessee Taylor

World Builder: Jessica Seagroves

Sunny Saturated Version: Camera 1

Sunny Saturated Version: Camera 1

Sunny Saturated Version: Camera 2

Sunny Saturated Version: Camera 2

Sunny Saturated Version: Camera 3

Sunny Saturated Version: Camera 3

Moonlit Rainy: Shot 1

Moonlit Rainy: Shot 1

Moonlit Rainy: Shot 3

Moonlit Rainy: Shot 3

Moonlit Rainy: Beauty Shot

Moonlit Rainy: Beauty Shot

Scene before LUT color adjustments.

Scene before LUT color adjustments.

Updated dirty flag.

Updated dirty flag.

Moss covered stone; Painted moss through vertex paint..

Moss covered stone; Painted moss through vertex paint..

Close up on vertex painted moss.

Close up on vertex painted moss.

Shot 2

Shot 2

I sketched out a few concepts with pen and then selected what worked best for our theme.

I sketched out a few concepts with pen and then selected what worked best for our theme.

I sketched this concept out with black pen.

I sketched this concept out with black pen.

My assets blocked for the scene.

My assets blocked for the scene.

I was assigned the world builder for this project, but we all shared rolls when needed.
Early blocking stages of scene. Camera 1

I was assigned the world builder for this project, but we all shared rolls when needed.
Early blocking stages of scene. Camera 1

Early blocking stages of scene. Camera 2

Early blocking stages of scene. Camera 2

Early blocking stages of scene. Camera 3

Early blocking stages of scene. Camera 3

Further blocking stages of scene. Camera 1

Further blocking stages of scene. Camera 1

Further blocking stages of scene. Camera 2

Further blocking stages of scene. Camera 2

Full view of entire scene.

Full view of entire scene.

High-poly rock, blocking done in 3Ds Max and then brought into Zbrush for detailing.

High-poly rock, blocking done in 3Ds Max and then brought into Zbrush for detailing.

High-poly Boulder, blocking done in 3Ds Max and then brought into Zbrush for detailing.

High-poly Boulder, blocking done in 3Ds Max and then brought into Zbrush for detailing.

High-poly stairs, blocking done in 3Ds Max and then brought into Zbrush for detailing.

High-poly stairs, blocking done in 3Ds Max and then brought into Zbrush for detailing.

Unreal material for how leaves (Targas) are set up.

Unreal material for how leaves (Targas) are set up.

Targas with alphas to mask out the leaf shape without using a mask in the actual material.

Targas with alphas to mask out the leaf shape without using a mask in the actual material.

The Substance materials we brought in to Unreal, you can still edit as if you were in Substance Designer in Unreal Engine with the Substance add on to Unreal.

The Substance materials we brought in to Unreal, you can still edit as if you were in Substance Designer in Unreal Engine with the Substance add on to Unreal.

Beauty shot

Beauty shot

ZBrush Log Sculpt

Log Front
I created a cylinder in 3Ds Max and took that into Zbrush for detail work. I then textured in Substance Painter.

Log Front
I created a cylinder in 3Ds Max and took that into Zbrush for detail work. I then textured in Substance Painter.

Log Back

Log Back

Stick

Stick Front
I created a fork like object in 3Ds Max and took that into Zbrush for detail work. I then textured in Substance Painter.

Stick Front
I created a fork like object in 3Ds Max and took that into Zbrush for detail work. I then textured in Substance Painter.

Log Back

Log Back