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Devouring desert | render part

Hi everyone
I want to show you my large-scale project. When creating this location, I was inspired by such games as: Halo Infinite: Season 02, The Callisto Protocol, Dead Space Remake. When building the location, I used a mixed pipeline. I created modular objects using a weighted face normal pipeline. To increase the detail I created a sheet with overlays and decals. The rocks and cliffs were sculpted in ZBrush, then retopology and UV were done. Trees and shrubs were created in SpeedTree and then integrated into 3ds Max.
Texturing of modular objects took place in Unreal Engine in a procedural way. All other environmental objects: landscape, rocks, cliffs and trees were textured procedurally using tile textures and color masks in Unreal Engine.

In the next post I plan to show in detail my workflow, the structure of the shaders, Blueprints and materials I created for this location.