This is an awesome example of nailing the execution of an environment to the quality bar set by the studio and being rewarded for it. Literally holding your work up next to theirs and hammering on it until it fits right in. Nice work :)
Very nice stuff. I haven't made anything of this detail yet, so I'm wondering; How are elements like your 3d bricks and the 3d floor tiles handled? Do you have actual meshes that you place on the floor by hand? Or is it a tessellated/parallaxed texture? If it's 3d, are they just a few floor bricks for example which you…
@Benvox2 I looked over a lot of your break downs and that helped a bit. I am just really curious about your process on how you build these assets from start to finish. For example the vines. How do you go about placing the leaves? What about your process for the plants / foliage. How many polygons are we looking at in the…
Hopefully the breakdown article that is being edited now well help make sense of the things I did. Vines and leaves were done in a very old-school way unfortunately. I see there are blueprints for creating them right in Unreal but I actually created them in max. Unique ones where I needed and modular ones to fill the…