Echoes of the Past - Beyond Extent Team Challenge

Hi everyone!

I recently took part in the Team Challenge hosted by Beyond Extent. The theme of the challenge was called Echoes of the Past, where me and four other artists, guided by a mentor, had to build an environment from scratch in five weeks.

This was a great opportunity to work with very talented, hard-working artists. Learned alot from this collaboration and got motivated to work very hard by my team.
Very proud of what we've put together in such a short time! Huge thanks to my awesome team, and to our mentor for inspiring us, giving us alot of constructive feedback and helping us get through the finish line!

My work on this project involved modeling and sculpting some of the pieces from the scene, making a modular kit for the columns for in-engine use, and creating the tileable stone material that we reused on some assets. Also worked on a few foliage pieces, such as the cypress tree, the shrubs and the water lilies, aswell as implementing the vfx, doing set dressing, working on the composition and contributing to the narrative of the scene.

My team:

https://www.artstation.com/dianagafar
https://www.artstation.com/brunosistiaga
https://www.artstation.com/pavelpiatrouski
https://www.artstation.com/emmadft

Our mentor:

https://www.artstation.com/yinuoc

Special thanks to the Beyond Extent team and the judges for making this possible, and congrats to every team for making these amazing environments!

Textures and RGBA shader made by Bruno Sistiaga.

Textures and RGBA shader made by Bruno Sistiaga.

To speed up the workflow while preserving the overall silhouette, the column pieces were decimated in ZBrush.

To speed up the workflow while preserving the overall silhouette, the column pieces were decimated in ZBrush.

The steps, cobblestones and brazier i had to make. Sculpted in ZBrush.
The moss gradient was made using a ZUp shader and material instances to control its intensity.

The steps, cobblestones and brazier i had to make. Sculpted in ZBrush.
The moss gradient was made using a ZUp shader and material instances to control its intensity.

To have better control over the topology, these assets were retopologized by hand.

To have better control over the topology, these assets were retopologized by hand.

To improve the water lilies, I derived a subsurface color map from the baked thickness map and optimized the flower normals to reduce the foliage card appearance.

To improve the water lilies, I derived a subsurface color map from the baked thickness map and optimized the flower normals to reduce the foliage card appearance.

2048x2048 foliage atlas

2048x2048 foliage atlas