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The Ancestor's Reach      OCT 2018

 

When the Pandaren were under the enslavement of the Mogu, a place they hide around is on this today landscape. Where druidism has happened and moral were reconstructed. The place was old and rebuilt. Unfortunately, the Mogu has found a way to invade their tomb to harvest their ancestor's soul for power. The alliance and the horde then compete for the honor to stop their invasion. 

 

3c.jpg

 

This project was started with the purpose of exploring the workflow of World of Warcraft. Where all objects are handpainted with no normal maps. All I can rely on are albedo maps and a flat roughness map. All the texture are handpainted or generated. All models are very low poly but enhanced by hand painting. 

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HighresScreenshot00015.png
HighresScreenshot00018.png

BREAK DOWN

HighresScreenshot00001.png

My idea is to have the monument in the middle surrounded by trees. Will have a few ways to go. It is a garden that was rebuilt and recreated to be more welcoming for the Pandaren.

HighresScreenshot00002.png
HighresScreenshot00006.png

 

TEXTURES

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Textures are usually painted, or else they are generated then handpainted.

 

The way I determine if a spot is too noisy or complicated is to turn all texture to white. This allows me to identify areas that is too crowded.

 

Landscape Textures

 

Texture

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rune_stone.gif
grass_advanced2.png
Short Grass
mossy_floor7.png
Old tiled floors
grass_floor_text.png
stylized_soil3.png
Fluffy Grass
Rocky soil
Tomb_floor2.png
Tiled floor in tomb
bark2_3.png
Bark Texture
rocky_road3.png
Cobblestone
MRB15.png
sand7.png
Whitestone side
Layered sand
grass_advanced2.png

Texture Breakdown

 

Capture.PNG
grass_transition.gif

 

Water Spline 

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I created a tool that allows spline material to be automatically snapped. This can be used with foliage. In this case, I have decided to use this on water. It makes my life easier and allows myself to dynamically adjust within engine.
water_spline
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The Distance to Nearest Surface node detects the closest surface of each vertex. I used this to make transform. To make math easy, I ensure to divide the number with a large number which gets the number towards 0. (Works both ways negative or positive number.) And then transform the vertex upwards. 
Vertor pivot position is enabled to allow extrusion, spawning one mesh between each extrusion.
Panner to created a water flow effect.
MBP.PNG
It only happens on Z, which is up and down.
BP.PNG
Attach a spline material with a 3x3 plane. This plane can now be extruded in the engine . This gives me the control to create the path of water without going back to Maya.
demo.gif

Result :

 

 

Foliage Gallery

 

foliage gallery
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HighresScreenshot00010.png
bamboo.PNG
lotus.PNG
HighresScreenshot00010.png
268 tris
21 tris
HighresScreenshot00008.png
poifruit.PNG
tree1.PNG
pinetree.PNG
806 tris
468 tris
1228 tris
HighresScreenshot00009.png
mushroom.PNG
orleander.PNG
28 tris, 2 tris
226 tris
Flowers, plants, world populating foliage
test3.png
poisonousfruit_leaf.png
oleaners_leaf.png
lotus.png
Bamboo, bamboo root, "luckily family" fruit
bamboo_leaf.png
test3.png
poisonousfruit_color.png
Pine Tree
pine_Branch-side.png
pine_leafs.png
pine_Branch.png
Tree
tree2_basecolore2.png
t1_basecolor.png
Leaf2.png
Foliage Grass
grass2.png
small grass.png
grass1.png
long grass.png
Skysphere painting
skysphere5.png
skysphere9.png
Capture.PNG
Models
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Models

 

ZBrush Document.png
balance_circle.png
Moonwell_TP.png
dT_turntable2.gif
Dragon_tur_basecolor2.png

Dragon Turtle rock Statue 

868 polys / 1642 tris           1024p x 1024p (Only Base Color)

avi2_1.gif
avi_1.gif
UV spread.JPG
template_rock.png
bridge_breakdown.png
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