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The Ritual

The ritual is a game ready 3D environment that showcases a mysterious spiritual ritual taking place in a dungoen, created for MA Games Art, Module 5 under Escape Studios. (breakdown available, scroll down)
The environment is influenced by a concept art called, ritual spot, created by @Pavel Vophira.
The entire level was made using 3ds max and zbrush mainly for creating 3d models and textured using photoshop, substance painter and by manipulating quixel megascans textures. Marvellous designer was used for creating the characters with their robes and the spirit body was taken from mixamo.

I am very proud of the output I have achieved in this project and I only intend to get better.

Cinematic made using Sequencer and edited inside DaVinci

Gameplay created using Level Blueprint

main shot

main shot

3Ds Max, Zbrush, Substance

3Ds Max, Zbrush, Substance

3Ds Max, Zbrush, Substance

3Ds Max, Zbrush, Substance

Marvellous designer

Marvellous designer

zbrush sculpts of all temple assets // optimized for gameplay

zbrush sculpts of all temple assets // optimized for gameplay

entrance gate // foliages made with help of quixel

entrance gate // foliages made with help of quixel

zbrush sculpts of all temple assets // optimized for gameplay

zbrush sculpts of all temple assets // optimized for gameplay

zbrush sculpts of all temple assets // optimized for gameplay

zbrush sculpts of all temple assets // optimized for gameplay

close up

close up

zbrush sculpts of all temple assets // optimized for gameplay

zbrush sculpts of all temple assets // optimized for gameplay

entrance gate

entrance gate

mythical orb

mythical orb

zbrush sculpts of all temple assets // optimized for gameplay

zbrush sculpts of all temple assets // optimized for gameplay

VFX made with reference to Destiny2 and Final Fantasy

VFX made with reference to Destiny2 and Final Fantasy

awakening

awakening

Spirit body posed and taken from mixamo

Spirit body posed and taken from mixamo

preist robe created and posed inside marvellous designer

preist robe created and posed inside marvellous designer

preists variants

preists variants

main platform, tileable floor tesselated

main platform, tileable floor tesselated

basic box deform for pillars // candles with vfx // chain spline tool

basic box deform for pillars // candles with vfx // chain spline tool

pillars set up using blueprints.

pillars set up using blueprints.

volumetric fog material created for sky using box mesh // cliffs made using single rock mesh deformed and scaled as desired.

volumetric fog material created for sky using box mesh // cliffs made using single rock mesh deformed and scaled as desired.

Concept Art by Pavel Vophira

Concept Art by Pavel Vophira

Breakdown // software used 3ds max, zbrush and unreal engine

Breakdown // software used 3ds max, zbrush and unreal engine

Breakdown // software used 3ds max, zbrush and unreal engine

Breakdown // software used 3ds max, zbrush and unreal engine

Breakdown // software used 3ds max, zbrush and unreal engine

Breakdown // software used 3ds max, zbrush and unreal engine

Breakdown // software used 3ds max, zbrush and unreal engine

Breakdown // software used 3ds max, zbrush and unreal engine

Zbrush workflow involves keeping the use of brushes minimal and output maximum. Using a handful brushes, I sculpted all the assets in the environment and further optimized later in 3ds max. Floor was further optimised by end of project.

Zbrush workflow involves keeping the use of brushes minimal and output maximum. Using a handful brushes, I sculpted all the assets in the environment and further optimized later in 3ds max. Floor was further optimised by end of project.

Layered Material for Texturing the temple assets. For this material, RGB mask was created and textured on these assets using dirt, edge wear generators and grunge maps to create wearing, just like texturing a prop, inside substance painter.

Layered Material for Texturing the temple assets. For this material, RGB mask was created and textured on these assets using dirt, edge wear generators and grunge maps to create wearing, just like texturing a prop, inside substance painter.

Layered Material Parameters

Layered Material Parameters

Material shader created for Z axis projection of materials. This material helped in having triplanar projection on world position with additional layer of normals and dirt.

Material shader created for Z axis projection of materials. This material helped in having triplanar projection on world position with additional layer of normals and dirt.

Orb Material creation

Orb Material creation

VFX created using Niagara System inside Unreal Engine. The fumes coming from character heads were created using dust particle sprite map, which is also used

VFX created using Niagara System inside Unreal Engine. The fumes coming from character heads were created using dust particle sprite map, which is also used

Breakdown // software used marvellous designer

Breakdown // software used marvellous designer

Lighting Progress

Lighting Progress

Level Blueprint for Gameplay Aspect

Level Blueprint for Gameplay Aspect