During the process, I worked on asset creation and environment. My time was spent sculpting and texturing the cave walls and steps featured in the tunnel, developing props such as rocks and plants to fill the scene, modifying foliage textures, and the first pass of set dressing, importing assets, and material setup in engine.
Plants and rocks were modeled in 3DSMax, sculpted in ZBrush, and textured in Substance Painter. Using Unreal Engine, we composited the scene and arranged the assets we completed to create a compelling space, utilizing 2k PBR textures. Bryan focused more on hard surface assets and larger props, as well as further implementations in engine; a second pass of set dressing, skybox, water shader, and caustics effects were added. Both my partner and I were responsible for set dressing, lighting, and compositing.
Environment captured in Unreal Engine.
Individual environment assets rendered in Marmoset Toolbag.