This project is a solarpunk Soulslike project currently in preproduction, approaching the genre from a bright, colorful angle. Images below were created for a first-look demo, as a look and technical development proof of concept.
Responsible for developing the modeling style and material system, reference and concept art direction, lighting and post process development (we were aiming for moderately stylized with a hint of cel shading), and all technical art requirements.
Material system demo. Face weighted normal geo, packed 2nd UV Curvature/AO/Grunge masks, driving dynamically instanced layered materials. Allows a small material library with substantial flexibility per asset.
Vine generator. The branching is kept simple due to the stylization of the project. Paintable start/end points, path blocking, geo-intersecting leaves removed, and every other control you could possibly want.
Every plant bunch in the project is created with a procedural tool, with controllable density, bend, scale and color randomization, etc. As I was the only artist on foliage, there was a lot to get through, so I automated leaf creation as well.
Plant unfurling and wilting within collision object. Hand sculpted/painted parts, procedural assembly.
Process for cleaning up hard surface geometry, producing a much better result than either decimation or poly reduction yielded. Checks the angles of the edges adjoining each point and removes it based on a value parameter.