
‘‘ SEEDWORLD ”
GrassLand Asset Creation
Seedify
Stylized Trees and Terrain Procedural
Seedworld aimed to create scalable, visually appealing tree assets as the centerpiece of the grassland environment, aligning with the game's stylized aesthetic. My role involved developing a pipeline that combined procedural generation and detailed artistry.
Special thanks to Remi Vallet and the team for their excellent work on the leaves shader, which significantly improved the trees' visual quality. The trees I developed were crucial in shaping the game's immersive environment.
This workflow demonstrates my ability to innovate and adapt, combining procedural tools and traditional sculpting techniques to meet the artistic and technical demands of modern game development.
MoodBOARD
BREAKDROWN
A comprehensive mood board was developed, integrating various stylized tree designs, shapes, compositions and concept art from the art tream. These references guided the visual and thematic alignment of the assets with the game's requirements.
Sculpting
Early blocking defined primary shapes for strong silhouettes. Feedback helped adjust these shapes, enhancing visual appeal.
ZBrush was utilized for hand-sculpting natural details, enhancing the realism and stylized look. This approach maintained a balance between procedural efficiency and artistic fidelity.
A layered sculpting approach added secondary and tertiary details, blending large forms with intricate patterns.
Assets were modularized, breaking them into reusable components to optimize production while maintaining visual fidelity across the environment.
Procedural texture workflows in Substance Designer created base materials with stylized variations for wood, bark, and environmental elements.
Additional alphas and tileable brushes were developed for finer sculpting and texturing workflows, enabling consistency across assets.
Custom height maps were generated to serve as masks, allowing seamless integration of hand-sculpted details. This step ensured precision and versatility when adding textures and details.
Texturing
Lighting & Shader
Finalized assets were integrated into the engine (likely Unreal Engine) with lighting setups that accentuated their stylized textures.
Various versions and iterations of the tree were rendered, showcasing adaptability and different visual tones.