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[UE4] Lost Age - Environment

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S0ul triangle
Hey, here's an environment I've worked on for quite a while, it's based off a 2D concept by Jennifer Mills: https://www.artstation.com/artwork/3QPKg

From the start this project was meant to showcase most techniques and methods used by AAA environment artists, I believe I've mostly achieved that, some things need to be made up in my next project, like full trim sheet usage for example and Substance Designer inclusivity, I took a more hand made approach in this environment, but it also has heavy modularity in some areas. 
I made everything myself except 2 things, the vegetation atlases are Megascans, but the vegetation cards were made by me. Most of the detail for the ZBrush sculpts was made by hand, I used a rock alpha to add micro details in between the primary & secondary details, kind of like how you'd add pores to a face. 

Here's the post on artstation: https://www.artstation.com/artwork/v1DZ6O
Here's a detailed breakdown of individual assets and overall techniques used: https://www.artstation.com/artwork/KaeyKG

Thanks for checking this out!



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  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Woah, cool!! Definitely a beautiful scene.

    The object in the foreground of the last picture looks a little too perfect. For such an old item, I feel it shouldn't have such sharp edges. I also note how much moss or vegetation is hanging off the main structure, but the (stone?) ground is far too clean and unbroken.

    Regarding your hanging vines, but I feel they're used a bit too frequently. They remind me of markers that you would see in a game like Uncharted, saying 'this area is climbable,' but having these so frequently in your scene kind of throws off the realism. They all hang approximately the same length, and cling to the edge of something, but don't climb up the wall any higher than that edge.
  • S0ul
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    S0ul triangle
    @Ashervisalis Thanks for the critiques! 
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