The Discarded Dragons Shrine

The skull started as a photo scan of a wallaby skull that I used at a base for a zscupt.

The skull started as a photo scan of a wallaby skull that I used at a base for a zscupt.

The ground material I built in substance designer. A basic POM stone ground that has a slider to populate it with plants.

The ground material I built in substance designer. A basic POM stone ground that has a slider to populate it with plants.

The Discarded Dragon shrine is both a component and look dev for a project.
It uses a mixer of techniques that I've been using to speed up pipelines. Including photogrammetry, auto retopology, and automated smart materials that I designed in Substance painter and Designer. The development of IMM brushes in ZBrush to use as "Building blocks" along with photogrammetry really sped workflows up.

I wanted to scene to be both real and stylised in points. With a homogenous colour pallet to bring it all together. I feel like the balance is pleasing.
The current renders are made with Marmoset Toolbag, but the work is designed to function in Unity URP.