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Godfall DLC - Environments - Terrain Asset Development
This example scene is assembled using 3 assets and one ground plane with a tiling material. Skybox by Matt Ellis.

This example scene is assembled using 3 assets and one ground plane with a tiling material. Skybox by Matt Ellis.

Raw Zbrush sculpt of jagged mountain.

Sharp shattered landscape out of Gaea. This was cleaned up in Zbrush to fix vertical stretching, remove excess geo, re-uv and re-topologize for Unreal.

Sharp shattered landscape out of Gaea. This was cleaned up in Zbrush to fix vertical stretching, remove excess geo, re-uv and re-topologize for Unreal.

Shattered Terrain out of Gaea

Shattered Terrain out of Gaea

Shattered terrain out of Gaea

Shattered terrain out of Gaea

Stacked Mesa out of Gaea. The same cleaning method applied as the Shattered terrain.

Stacked Mesa out of Gaea. The same cleaning method applied as the Shattered terrain.

Godfall DLC - Environments - Terrain Asset Development

The foreground environment elements in the Fire realm were sharp, high detail, and had many overlapping shapes and angles. We needed to reproduce that in the vista to get a proper feeling of extended space. To accomplish this I used Gaea to provide a solid base for each element and then cleaned them in Zbrush and processed LODs in both Zbrush and blender depending on need.

You can check out some of the early terrain concepts driving the sharp elements here:
https://www.artstation.com/artwork/q91EQN

Art Direction by Tim Simpson:
https://www.artstation.com/pixelmasher

More artwork