Thirst

I started this piece by gathering references online before modeling the assets in 3ds max and zbrush. I then retopologized and unwrapped the assets in 3ds max. I brought them into substance painter where I baked the ao and normal maps. I then textured them. I made the cloth asset's material in substance designer and applied it to the asset in painter.

I made a terrain in Unreal then imported the assets in. The terrain was painted with a free material from textures.com and the grass foliage is from quixel. Finally I set up the lighting and post processing in Unreal.

Rendered in Unreal

Rendered in Unreal

Rendered in Unreal

Rendered in Unreal

Rendered in Unreal

Rendered in Unreal

References

References

3ds max and zbrush sculpt

3ds max and zbrush sculpt

Skeleton - High poly zbrush sculpt, retopologized sculpt, 3ds max edged faces

Skeleton - High poly zbrush sculpt, retopologized sculpt, 3ds max edged faces

Retopologized models in 3ds max

Retopologized models in 3ds max

Substance Designer texture

Substance Designer texture

Rendered in Unreal

Rendered in Unreal