Lost in the forest, an ancient magic site from elves people.
This project is a showcase of different skills, within Maya, Zbrush, Substance Designer and Unreal Engine4.
Maya: mockup modeling, high-poly to low-poly texture baking;
ZBrush: sculpting and concept finalization;
Substance Designer: completely procedural base rock material and sculpted detail's normal map completion. The main task here was to make the floor's cobblestones, random damage like splinted edges, various masks for UnrealEngine to work on materials blending and output optimized textures (several textures into one image AKA texture packing);
UnrealEngine4: here is where I had the most fun. Since all of the material textures were output as packed, I needed a custom material function in order to blend them correctly together, without having a crazy material graph. This way I could keep the main material graph cleaner, keeping the blending "hard work" confined in a reusable node.