This environment was inspired by the idea of efficient modularity. I intended to make as few models as possible, while still creating a detailed and engaging scene. The semi-realistic surfacing style was hand-made in Substance Painter. This scene was created with the use of texture baking from high to low-poly to maintain high detail while still being able to prioritize efficiency.
I sculpted the landscape within Unreal Engine, but all of the models were sculpted within Maya. I think the hand-painted card foliage is particularly charming. This shot has a very specific placement, because I wanted the path to lead the viewers eye from above the hill down to the pirate ship, which all follow the rule of thirds. I had quite a lot of fun surfacing the rocks because they could be generated procedurally, and layering all the different details was incredibly satisfying.
All of the modeled assets laid out in scale to one another with their surfaces applied.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.