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Alerce B

This is a slightly more detailed breakdown of how these trees were made. There are two smaller variants here which I decided to display, and the sculpted kit of logs and wood pieces which turned out to be very versatile and useful. It's only a handful of pieces, which makes baking a normal map and RGBA masks for them feasible, but the possibilities are endless and I was able to use them in many ways not only for decorating trunks of trees but terrain and other things.
By twisting them and arranging them into place I am able to create even more than what you see here, but unfortunately I had to stop at some point. This technique makes it possible for me to adjust the blends to my liking, and even swap the textures completely and use them in other trees or scenes.

I was able to spend some more time on scenes to showcase these assets better.

I was able to spend some more time on scenes to showcase these assets better.

I have some work to do on the moss still, particularly on subsurface scattering, I had to turn off all the shadows as an optimization so it looks a bit weird.

Canopy of previous trees, which I wanted to look thousands of years old, gnarled and wind-swept.

Canopy of previous trees, which I wanted to look thousands of years old, gnarled and wind-swept.

As you can see, I can get a large variety of assets made from the one wood kit and their masks below. Swapping the textures is also possible and is all done in the shader.

As you can see, I can get a large variety of assets made from the one wood kit and their masks below. Swapping the textures is also possible and is all done in the shader.

High poly sculpt in ZBrush, I made sure to sculpt and have the red channel pre-made in the sculpt so I can save time in painter later, in case there needed to be any reworks which are often problematic.

High poly sculpt in ZBrush, I made sure to sculpt and have the red channel pre-made in the sculpt so I can save time in painter later, in case there needed to be any reworks which are often problematic.

RGBA masks and Occlusion, which I use in my shader to blend, discolor, and wither away the wood to my liking.

RGBA masks and Occlusion, which I use in my shader to blend, discolor, and wither away the wood to my liking.

Some smaller variants which are not hero assets, so they are the majority of  what the scenes should be. They still hold up very well up-close and I thought they had a nicely shaped canopy for distant shots.

Some smaller variants which are not hero assets, so they are the majority of what the scenes should be. They still hold up very well up-close and I thought they had a nicely shaped canopy for distant shots.

The atlas was made in SpeedTree, by baking a few leaves and other elements, then arranging them in SpeedTree and baking directly from there with their camera.

The atlas was made in SpeedTree, by baking a few leaves and other elements, then arranging them in SpeedTree and baking directly from there with their camera.