DESERT ENVIRONMENT DESIGN

Render #1

Render #2
 
Render #3

Aside from some of the gas station and land machine assets, I was responsible for all of the modelling, texturing and environment design for these shots. Terrain was generated in Houdini via Heightfields, and other geometry was modelled in Maya. Models and FG terrain textured in Substance Painter, whereas the main terrain and road is procedrually shaded inside Mayas Hypershade. Foliage scattered using MASH. 


Turntable #1: Oil Derrick (Post-Apoc Style)

 Turntable #2: Oil Refinery (Post-Apoc)

Turntable #3: Desert Hills FG Asset 
 
Turntable #4: Desert Rock FG Asset 
  
Large scale render of terrain

Desert terrain, hills and rock are all created using Heightfields in Houdini, then textured in Substance Painter. Desert terrain is procedurally shaded in Maya Hypershade alongside the road.

 Turntable #5: Desert Shrub foliage + Variations

Shrub geo made procedurally in Houdini to create different variations. UV Mapped and then taken into Substance Painter to create some basic textures. All the geometry and UV Mapping is automatically done via a Houdini tool I created for this project.



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