The goal for this project was to create a "pretty corner" for a game environment pipeline. This includes creating a material pipeline that works well with both hero and modular props using material attributes, complex materials for lighting effects and particles, and a spline system for pipes and vines. I also wanted to learn more about the proper ways to light a scene to evoke the emotions that I wanted.
The original concept is from Mike Garn. I then pushed it to encapsulate the elements I wanted.
Modeled in Maya, sculpted in Zbrush, base materials made in Substance Designer and Zbrush, masks and hero objects painted in Substance Painter, maps baked in Marmoset, shaded, placed and rendered in Unreal Engine 4.