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Warrior's Pilgrimage : Misc. Art Dumps

trailer
https://www.youtube.com/watch?v=6l3q_jKhy2g

I think I decided to add Misc. Art area in this gallery, where I put everything that does not fit on four main areas categories,
so In this section you can see some of my texture and technical works, I also put the trailer here just in case you want to see it directly on artstation instead of clicking it from my description link.

and detailed breakdown article :
http://80.lv/articles/arif-pribadi-on-building-massive-worlds-with-ue4/

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Our team Structure :
Arif Pribadi ( me) - Art Director/Technical Director
http://arifcreations.com/

Audrey Wong - Lead Modeler
http://audreee.artstation.com/

Check out our full project link here in polycount
http://polycount.com/discussion/167786/warriors-pilgrimage-project

an example of many Tiling Cliff Textures  for Warrior's Pilgrimage Mountain area

an example of many Tiling Cliff Textures for Warrior's Pilgrimage Mountain area

Some Photogrammetry test, but I ended up not using it due to limited outdoor time

Some Photogrammetry test, but I ended up not using it due to limited outdoor time

I decided to post The Trailer here, just in case :), hit play to see the Trailer

Gameplay Demo, if you are interested to play it , go to this link : http://bit.ly/2484J0T

an example of Tiling cliff texture on sphere mesh

an example of Tiling cliff texture on sphere mesh

an example of Tiling cliff texture on sphere mesh version 2

an example of Tiling cliff texture on sphere mesh version 2

some Ground Test with Substance Designer (  except the  variation of small stones), having "placed" object on uneven terrain feel tricky .2.5d zbrush does better...

some Ground Test with Substance Designer ( except the variation of small stones), having "placed" object on uneven terrain feel tricky .2.5d zbrush does better...

ornament test, Zbrush made Alpha + substance Designer, the Design is a bit too noisy so I ended up not using it

ornament test, Zbrush made Alpha + substance Designer, the Design is a bit too noisy so I ended up not using it

Unreal Engine Moss always On top Shader, pretty handy shader

an example of custom Unreal Spline  blueprint I did to speed up the process

an example of custom Unreal Spline blueprint I did to speed up the process

Simple panning cloud, pretty handy for vista dynamic cloud, lightweight as long as we use it only for background ( not foreground)

Simple panning cloud, pretty handy for vista dynamic cloud, lightweight as long as we use it only for background ( not foreground)

background/vista foliage placement is rather simple process

background/vista foliage placement is rather simple process

I should move closer to the bark. to get better detail.

I should move closer to the bark. to get better detail.