Hi everyone!
I hope you all are well.
I just finished this project and would like to share it here with you.
It’s been a great journey and I’ve been documenting it in my Artstation blog.
My goal for this project was to achieve a good workflow for 4k resolution.
I had to develop specific techniques for modelling and texturing that were fast and high quality, while still being easy to tweak if necessary.
I used 3ds Max’s modifier stack heavily to allow myself to detail the meshes while still being able to go back and tweak.
Inside UE5, I used the Layered Materials workflow. I created my own Master Material and used RGBA mesh masks to blend between different detail layers of tiling materials, achieving high resolution texturing with a small memory footprint.
I used photogrammetry based assets for set dressing and also developed a workflow to take ready-made assets and edit them to match with the overall style of the scene.
The terrain is made from the Megascans pieces released with the Valley of the ancients demo.
This scene runs in real time on the editor with dynamic lighting and is adequate for video games or virtual production.
Based on concept art from Michael Xu.
Thank you very much!
I started this scene in November and finished by the end of February, it was made in my spare time but I think if I could work full time on it, it would have taken a month of work.
This is so amazing work!! Fantastic!! Also can you elaborate how the layered materials work in UE5? Can you share any tutorials that explain layered material workflow?
By RGBA Mesh masks do you mean masks baked from hi-poly?
Do you have unique textures on it or everything is tileable?