Totem on Lost Island

Heya!

This was meant for Polycount's bi-monthly environment challenge (Nov-Dez). few days late to be honest, but better late than throw it in ol' "not finished" folder XD

This started as handpainted piece, but I push it more into realistic art-style since that's what I want to work on.
I used this challenge to learn more about foliage and cryengine. it was also meant to be props only but I ended up making an environment.

All assets are made by me. I used some leaves and flower petals texture I found on textures.com/google for the highpoly, the rest are substance designer/painter/photoshop textures

Here's a link to Polycount thread: https://polycount.com/discussion/223180/the-bi-monthly-environment-art-challenge-november-december-69
And here's original concept art we used, made by Julio Cappa:
https://www.artstation.com/artwork/48ayDY

I thank everyone who are giving me input and critics while doing this piece

and Thankyou for seeing my work!

Modeling - Maya/3Ds Max
Sculpting - Zbrush
Texturing - Substance
Rendering - CryEngine V

Edit 30.01.2021
my art is also on one of the banner art for polycount! noice!
https://polycount.com/discussion/224761/new-banners

close ups of the totem

close ups of the totem

Foliage close-ups

Foliage close-ups

All of the Assets

All of the Assets

all of the foliages are rendered from highpolys except the fan palm. for it I used Substance designer

all of the foliages are rendered from highpolys except the fan palm. for it I used Substance designer

some of the texture I made for this environment.

some of the texture I made for this environment.

Transition texture from grassy green to brownish mud

Transition texture from grassy green to brownish mud

Transition texture, a rocky brown mud

Transition texture, a rocky brown mud

Rock Textures, in the end, I didn't use it a lot in the scene.

Rock Textures, in the end, I didn't use it a lot in the scene.

The process of making Lady's Bedstraw Flower: 
Highpoly rendered on a plane with Substance designer.
from there I processed it in photoshop and to make Normals, Roughness, Albedo and Transmitance map.
I edited the texture a bit later in Substance Painter

The process of making Lady's Bedstraw Flower:
Highpoly rendered on a plane with Substance designer.
from there I processed it in photoshop and to make Normals, Roughness, Albedo and Transmitance map.
I edited the texture a bit later in Substance Painter

The same process also for poppy flowers. inspired a lot from foliage in assassins creed. I applied what I learned from Patrick Gladys. plants stem and branch was made in treeit

The same process also for poppy flowers. inspired a lot from foliage in assassins creed. I applied what I learned from Patrick Gladys. plants stem and branch was made in treeit

Main ZBrush Sculpts

Main ZBrush Sculpts

a bit deviate from the original concept : I make 4 different faces on every side of totem. that's why mine's looked a bit fat

a bit deviate from the original concept : I make 4 different faces on every side of totem. that's why mine's looked a bit fat

Totem Wireframe. it has about 19k tris

Totem Wireframe. it has about 19k tris

BaseColor, Normals, Roughness, UVs. I started handpainted first and later change it into realistic approach.

BaseColor, Normals, Roughness, UVs. I started handpainted first and later change it into realistic approach.

Rock Sclupts, later decimated it.

Rock Sclupts, later decimated it.

Progress

Progress

found out today (30.01.2021) that my art was chosen to be one of the banner art for polycount! :D https://polycount.com/discussion/224761/new-banners

found out today (30.01.2021) that my art was chosen to be one of the banner art for polycount! :D https://polycount.com/discussion/224761/new-banners

References

References