Tomb of the Forgotten God - (Student Work)

An uncharted inspired mobile-optimized realtime scene.
The tomb of a man who once thought himself a god. Now consigned to oblivion, his name forgotten, he drowns in the sands of time...
After feedback from mentors Nicholas Hunter and Nick Zuccarello, I've overhauled much of the project with new materials, decals, lighting, and an RGBA material masking system. Inspired by Anis Tannous' original concept. Project breakdown below:
I started by planning out and creating a trim sheet in ZBrush that would have most of the details I would need for the scene, and After baking that down, I blocked out the scene in Maya and Unreal. I UV'd the trim sheet onto most of the assets, and then added a second UV channel. I used this second UV channel in Substance Painter to have generators for AO, curvature, and color variation, baked into an RGB mask for each asset. This allowed me to have some more control over the material in engine as well as breaking up the repetition of the trimsheet. For the tomb and stones, the standard asset pipeline of block-out in Maya, sculpt detail in ZBrush, bake in Marmoset, and texture in Substance Painter. Then I moved everything into unreal and assembled the scene. The VFX came next, so I made a simple fire and a dust system in Niagara, and a god-ray using a panning cloud material on a cylinder with a fresnel to hide the edges. The falling sand I created based on a shader created by PrismaticaDev. If you're interested, check out the video up on his youtube channel explaining how it works (essentially using a distance field to deform a mesh with a moving texture). This project was a lot of fun and I'm really happy with the result. Thank you to Thank you for taking the time to check it out and a special thank you to Anis Tannous for the absolutely stunning concept art. Check them out here:
https://www.artstation.com/tantan12

Video has audio! Narration by Gianni Matragrano. Background music "As Above, So Below" from Uncharted 3

Wall engravings created as custom decals

Wall engravings created as custom decals

Trimsheet sculpted in ZBrush, baked onto plane in Marmoset, textured in Substance Painter, then UV'd to multiple meshes.

Trimsheet sculpted in ZBrush, baked onto plane in Marmoset, textured in Substance Painter, then UV'd to multiple meshes.

Second UV channel used over trimsheet to drive RGBA mask for in-engine parameter control over textures.

Simple Unreal material instance for RGB mask driven albedo blending.

Simple Unreal material instance for RGB mask driven albedo blending.

Falling Sand / Godray / Dust Particles

Project Time-lapse

Tomb of the Forgotten God - Project Thumbnail

Tomb of the Forgotten God - Project Thumbnail