Quixel and related names and images are the property of Epic Games, Inc. Middle-earth: Shadow of Mordor takes place in Mordor, The Land of Shadow, during a time thats never been seen before. It was important to get the right kind of erosion for the mountain slope that had a structure built into it. I also helped in early development of the wilderness ruins. This ensured that the textures matched the surrounding objects in the shot and the Iceland-inspired terrains in the rest of the sequence.īelow you can see some of the initial experiments from the prototype stage. As an Advanced Environment Artist on SOW, I worked on climbable rocks, photogrammetry (rocks, ground, and other organic surfaces), vegetation, ice, scree, caves, geysers and a some of the tribe's architecture. We used the Synth node to create terrain textures using Megascans's scanned textures. Gallery of official artwork and character designs from Middle-earth: Shadow of Mordor, featuring concept art for the games characters and environments. In fact, over one weekend, we were able to create a terrain that matched their exact specs. Gaea was quite young back then, but our in-house team knew we could deliver what was required. Production was already rushing to completion on the rest of the sequence, so achieving that shot was urgent. ![]() They were looking for specific shapes that their existing toolset could not create. ![]() When Quixel was making Rebirth to showcase Megascans assets in Unreal Engine, they needed an additional shot to show the terrain from above.
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