For this scene, I initially created the terrain in Houdini, but then used the exported masks from Houdini to drive the landscape material layers. All the assets were modeled in Autodesk Maya, sculpted on in ZBrush, baked down to a low poly mesh and textured with Substance Designer, Substance Painter and Adobe Photoshop. All of the stonework for the ruins pieces is my own work. For the foliage, I made all the assets in SpeedTree and used some trees from the MAXTree collections and then procedurally placed them using Unreal's procedural foliage system. Nanite did a ton of heavy lifting for this scene and allowed me to have some very high resolution, cinematic foliage added to this environment.







Ruins Column

Ruins Column

Wireframe, 5,792 Tris

BaseColor

Normal

Roughness
Ruins Stairs

Ruins Stairs

Wireframe, 29,996 Tris

BaseColor

Normal

Roughness
Tileable Materials

