A downloadable Environment

Dwemer’s Despair is the culmination of my research into creating an Elder Scrolls-inspired environment using a highly modular workflow and current-gen techniques. During the project, I have explored trim-sheets, in-engine texturing, Z-Up Moss, Detail Normals, and RGB Masking to create a highly modular environment for use in open-world videogames.

I set the rocks up in a highly modular fashion, to fit the brief of creating assets suitable in a large-scale open-world video game.  To achieve this, I utilised Detail normals per-texel density,  RGB Masks created in Substance Painter using a custom exporter that I created,  Z-Up Moss that reacts to placement within the world,  use of multiple UV channels to bake unique detail whilst applying tiling normals and texture details. This allows for a highly modular rock setup that can be scaled, rotated, and moved around the world to create unique variations on the fly.  This highly parameterized workflow gives the artist maximum control over the direction of the art within the engine and cuts out the tedious task of hopping in and out of various software to get the ideal result. 

Artstation Link: https://www.artstation.com/josefgriffiths

Linkedin: https://www.linkedin.com/in/josef-griffiths/

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