PureRef:


My idea is to create a underground cave scene with anicent stautes. I will be making rocks textures in Substance Designer and scuplt in Zbrush.
Blockout:

I did quick block out in Maya to test out the compositin of the scene. I want the sun light scome from the back of the great staute.






Replies
After seeing Ankit Garg's redesign of Link from the Nintendo series The Legend of Zelda, I decided to redesign the goddess statue from the same series to be my hero assets in the scene.
https://www.artstation.com/artwork/bg0LZr
(The Goddess statue from The Legend of Zelda series)
I am aiming to redesign the statue as a European-style sculpture. Here are a rough concept art I did:
Here is what I have now. I used the cloth simulation in ZBrush for the head assets, which is quite useful. It is still in the blockout stage, so please tell me if there is thing that I could improve on it! :
I also started set dressing in my Unreal scene. Some screenshots:
For the past few weeks, I had been solving the texture tiling and height blending problem.
(Landscape texture tiling control and height blend)
Here is my progress on my hero asset, textures and assets that I have finished and imported into Unreal now. I will import more sculpted rocks this week and set dress the scene! My next step for the hero asset is to add the details to the clothes and the wings. I am testing out nanite and displacement right now as well. Please tell me if there is anything that I could improve.
I heard about the UE5 new 5.7 Mega Plants and I would like to try it to create some foliage or trees . I am a little bit concerned about it. Should I use other software such as Houdini or Speed Tree?
(The Forgotten temple from The Legend of Zelda: Breath of the Wild)
Got some feedback from my lecture, and he suggested me to get a concept for the scene. This two concept art are made in Midjoureny. I will refer to this two concept while making my scene
Trees are not in these concepts but I think it will be cool to having trees on the wall. I will use houdini to generate some roots as well
Testing out Houdini's Tree Generator:
I will try to use SpeedTree to make some vines and plants as well.
Some more updates on the Houdini tree:
High poly:
Low poly (Remesh and Reduce poly nodes)
FBX exported to Unreal:
I think it looks nice so far. my next step is to apply some simple texture by using reality scanning, and bake out the branches.
Today's Progress
Applying textures to assets
I tried to scan a tree trunk texture, but I had some technical issues. I will try to do it again.
Tree:
Lighting test:
I am also trying PCG to make Ivy on stones. I used the realistic Ivy meshes that I found on rex, but the meshes only got one side, so if I have time, I might make some Ivy meshes by myself.
Thanks for Neil and classmates gave some really nice feedbacks to me, here is the list of things that I should fix:
Hero assets:
- change the wings shape
- scupt more cloth folds (refer to references by Neil)
Enviroment:
- add some (pillar) (refer to Zelda’s game)
- add some ruins around the water near the wall
- fix specular roughness on wall & floor
- decrease the minmium scale of the PCG ivy
- fix the water and ground blending
- add more rocks between water and ground
- add decals on wall
- add moss
- add caustic lighting reflect on the wall
Lighting:
- greener tone (references)
- lower fog intesity
- Fix god ray lighting
- lighten the back of the staute by god reay so it will form contrast (refer to references)
- enviroment composition: move the left point light towards the middle, to darkness the outer area & lighten the right upper corner