The Farthest Land

Detail lighting shots.

Detail lighting shots.

Color/Normal/Detail Lighting/Subsurface

Color/Normal/Detail Lighting/Subsurface

Lowpoly Butterfly animated along a spline in maya.

The Farthest Land. This project was heavily inspired by Shadow of the Colossus. I started this a while ago and its changed drastically since the beginning, i dealt with issues of over scoping, loosing interest, and working on this personal project while im also working from home, in the end i went with a smaller scene. I always wanted to focus on the vegetation, and every veg asset i made went through many revisions, and some i cut entirely because they didn't end up working with the scene.

I played around with the landscape, and lighting a ton, in the end i decided to you Unreals HDRI skybox with cloud cards lining the sky, I also decided to use dynamic lights to light the vegetation.

For the assets, and materials i used every trick in the book, a mix of my own scans for rocks, and materials, substance designer, zbrush, and speed tree for the tree assets. One of the most fun assets i worked on was the butterfly asset which was animated along a spline in Maya with a looping wing span animation, I made a few splines and imported them into Unreal engine as separate animations, I then offset the start times of the animations so they don't look so repetitive.

The project was heavily inspired by Shadow of the Colossus Remake. So naturally i used a lot of the games look as reference. It has a really cool desaturated look while still maintaing good uses of color. I used a lot of reference of birch tree inner and outer forests as well, and of course vegetation reference, or meadow grass, weeds, clovers, etc.