Hidden City

Summary

A fun portfolio project. Created an elf statue using ZBrush, Blender, and Substance Painter, and designed a level in UE4 around it.

Process:

I created the custom character using Zbrush and its fabric simulation features. Staff is a re-meshed IMM insert brush from my asset library.

The landscape was created using Landmass with a custom multi-layered material. Material features macro-displacement to break up repetition, and it auto-spawns grass meshes. Using landmass made it easy to integrate the lake and waterfalls with Unreal’s water system.

To set up the level, I used a custom spline blueprint along with native tools and a variety of assets from Megascans (also assets from my Unreal Engine vault, where I hoard free assets from the marketplace.)

 

Gameplay Demo

Used the Paragon character ‘Serath’ to demonstrate the scene in real-time.

 

Geometry

Statue character mesh for future animation use. I love the drama potential of the massive statue animating once the effect in the scene is triggered.

StatueWireframe.png
 

3d Still

Render of the stone material directly out of Substance Painter (Iray). Used a variety of smart masks to create the weathering and moss effects.

HiddenCityStatue_Final.jpg
 

Alternate Version

For an earlier draft of the statue, I created a weathered bronze material.

HiddenCityStatue.jpg