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Echoes of the Past - Beyond Extent Team Challenge

I'm excited to share that I had the opportunity to participate in Beyond Extent's team challenge. The objective was to create an environment entirely from scratch as a team within a 5 week period following the theme of "Echoes of the Past". I had the pleasure of working with an amazing team of environment artists who all worked hard to create this environment. I was mainly responsible for creating the hero prop sword, many of the larger architectural assets used in the background, various smaller props, and a couple of the decals used in the scene. This was an amazing opportunity and I was able to improve my workflow in sculpting and learn so much from my teammates!

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Shoutout to my team who all pushed for us to be able to create this amazing environment in such a short period of time!
https://www.artstation.com/ks_ink
https://www.artstation.com/gdejesus
https://www.artstation.com/dgee

Huge thanks to Scot for being our mentor during this challenge and providing invaluable feedback!
https://www.artstation.com/scotdanielburns

Video Render

Key Shots

Key Shots

Sword hero prop created using low/high poly workflow.  Details were sculpted in Zbrush.  Textured in Substance Painter.

Sword hero prop created using low/high poly workflow. Details were sculpted in Zbrush. Textured in Substance Painter.

Wireframe (5K Tris) / Base Color / Normal / Roughness / Metalness

Wireframe (5K Tris) / Base Color / Normal / Roughness / Metalness

Hanging crystals and bells.  Assembled in Maya. Rope tileable material created in Substance Designer.

Hanging crystals and bells. Assembled in Maya. Rope tileable material created in Substance Designer.

Crystal Shader

Pillars and wall archway.  Broken pieces used for set dressing.  Details sculpted in Zbrush and baked down.  Textured using tileable materials created by my teammate, Devin Gee, and RGB masking.

Pillars and wall archway. Broken pieces used for set dressing. Details sculpted in Zbrush and baked down. Textured using tileable materials created by my teammate, Devin Gee, and RGB masking.

RGB Mask for pillars and wall archway.  Red - Dirt / Green - Moss / Blue - Color Variation.

RGB Mask for pillars and wall archway. Red - Dirt / Green - Moss / Blue - Color Variation.

Modular arches created with the same workflow used for the pillars.

Modular arches created with the same workflow used for the pillars.

RGB mask for the modular arches. Red - Dirt / Green - Moss / Blue - Color Variation

RGB mask for the modular arches. Red - Dirt / Green - Moss / Blue - Color Variation

Various pottery, broken pottery, and stone assets used to create the water hole.  Pottery created using a mid poly workflow.  Pottery were textured together with a 5.12 texel density.  A detail normal was applied to add additional detail.

Various pottery, broken pottery, and stone assets used to create the water hole. Pottery created using a mid poly workflow. Pottery were textured together with a 5.12 texel density. A detail normal was applied to add additional detail.

Candle wax leak decals.  Sculpted in Zbrush and baked down to a plane.

Candle wax leak decals. Sculpted in Zbrush and baked down to a plane.

Cobweb decals.  Atlas created in Substance Designer and assembled in Maya.

Cobweb decals. Atlas created in Substance Designer and assembled in Maya.

Progress Shots