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Overgrown Village Environment UE4

Had a lot of fun with this one. Inspired by the fantastic art from Uncharted 4 with some ideas from Dishonored.

I finally took a deeper dive into Substance Designer, number of texture were done almost exclusively with it. Still used Zbrush for base heightmaps because I just wanted the textures to have *that* specific look, like scraping edges in a very specific way rather just relying on noise-based edge blend which chips them off. Using (relatively) quick Zbrush sculpts and them moving into Substance seems like best of both worlds, especially since it's often hard to get away from that procedural look that you get by just using Substance to build heightmaps. But of course there is more going on than just Substance. I spent lot of time spent on foliage, ivy especially. Took a few tries to get what I wanted but the results I think are pretty good. One texture, highly modular and adaptable. Scene is fully game ready, with LoDs, collisions optimization etc.

Hope you like it!

GIF of different passes

GIF of different passes

GIF showing the impact of vertex colors

GIF showing the impact of vertex colors

Really referenced Dishonored for this one

Really referenced Dishonored for this one

360 shot made with Ansel

360 shot made with Ansel