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Tomb of Dusk

Far past the creaking trees, deep in the woods, there stands the old tomb. No living soul for miles around, yet each night those lights shine warmly over the ancient graves. Maybe the oldest trees and stones still remember who rests here.
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The final result of a personal project finished in February 2024. This project was an exploration of more stylized approaches to creating assets and rendering an environment, inspired by a plethora of wonderful concept art and illustrations.

This project was primarily focussed on learnings new skills and tools, as such the production meandered in many different directions, though I would like to highlight some interesting elements:
- The edge wear on the gravestones was added procedurally in Houdini.
- The volumetric fog on the ground is controlled by mesh distance fields, and particles whose material affects the volumetric fog.
- The main crypt building combines layered tileable and unique baked texturing approaches.

Models created in Blender, Houdini, and Zbrush.
Textures created in substance designer and painter.
Rendered in Unreal engine 5.1.

Showcase Video

Video of assets in isolation and underlying geometry.
A variety of methods were explored, including different procedural approaches.

Procedural tree creation in Houdini

Procedural flower creation in Blender using Geometry nodes

Terrain in isolation. 
By tilling the base textures with two different resolutions, decreasing these resolutions based on camera distance, and multiplying the base colour by a noise texture, the landscape texture avoids looking tiled in distance.

Terrain in isolation.
By tilling the base textures with two different resolutions, decreasing these resolutions based on camera distance, and multiplying the base colour by a noise texture, the landscape texture avoids looking tiled in distance.

Terrain textures (Base Colour, Normal, Ambient Occlusion, Roughness, Metallic, height. From bottom left)

Terrain textures (Base Colour, Normal, Ambient Occlusion, Roughness, Metallic, height. From bottom left)

Detail Lighting

Detail Lighting