Kalo Tower (some workflows)

The terrain was made from real life satellite images from Terrain Party and built in World Creator. An initial 3d model of the tower was created in 3ds max before moving to Zbrush for the sculpting. Texturing was completed in Substance Designer and Painter in addition to Megascans and Quixel Mixer for the terrain and foliage.
The landscape texture is a simple two material function blend and most other materials use tiling textures with masks for added effects or use detail texturing or a world aligned texture setup. Additional detailing was achieved through the use of decals.
The lighting rig constitutes of a movable Directional and a movable skylight which allows for day/night or any other adjustments desired.

Landscape of area created in World Creator via satellite maps taken from Terrain Party.

Landscape of area created in World Creator via satellite maps taken from Terrain Party.

Land ahoy!...Height map imported in Unreal

Land ahoy!...Height map imported in Unreal

First steps before any real work begins  -  texel density and modularity of meshes depending on usability and mesh importance.

First steps before any real work begins - texel density and modularity of meshes depending on usability and mesh importance.

Initial Blocking ideas of main structure and landscape

Initial Blocking ideas of main structure and landscape

Blocking with landscape test. Landscape textures were created using the Megascan library.

Blocking with landscape test. Landscape textures were created using the Megascan library.

Not a typical workflow but tiling texture created in Substance painter!

Not a typical workflow but tiling texture created in Substance painter!

Dirt masks created in Substance Painter and exported as packed textures.

Dirt masks created in Substance Painter and exported as packed textures.

Initial tests of staircase.

Initial tests of staircase.

ZBrush sculpting of main forms. The tower was split up in quadrants to maintain texture density and mesh resolution.

ZBrush sculpting of main forms. The tower was split up in quadrants to maintain texture density and mesh resolution.

Substance Painter was used only to create the masks to be used for the texturing in UE4. The actual texturing is a combination of Lerps and colours in ue4.

Substance Painter was used only to create the masks to be used for the texturing in UE4. The actual texturing is a combination of Lerps and colours in ue4.

The main castle material uses straight colours with masks. The masks were later combined into one texture driven by just straight colour variations to achieve the desired look. The final material was blended with a world Aligned Moss.

The main castle material uses straight colours with masks. The masks were later combined into one texture driven by just straight colour variations to achieve the desired look. The final material was blended with a world Aligned Moss.

Look test.

Look test.

I created a fall off mask to control the edge sharpness on Decals.

I created a fall off mask to control the edge sharpness on Decals.

Grass Shader used with a landscape colour blend function.

Grass Shader used with a landscape colour blend function.

A world aligned texture.

A world aligned texture.