UE4 Slate Descent

A descent into a ethereal cave system
I took small scale hand picked rocks removed anything that could betray scale such as large dirt patches and created a number of 360 closed assets, taking care to correctly calibrate the albedos and capture the gloss using non and polarised captures, tileables were created from scans of gravel bought from modelling shops and Substance
The torch was created in Houdini as something to draw the eye in. The water and flame assets were taken from Stock Epic content
Adobe/Algorithmic reached out to me to use the piece as promotional material across the web and splash screen for the fall to winter 2019 release of Substance Designer

Comparing non-polarised and polarised scans to get gloss mask and much more accurate albedo's

Comparing non-polarised and polarised scans to get gloss mask and much more accurate albedo's

Quick cell phone pic to show assets used and Toad helping with scale ref

Quick cell phone pic to show assets used and Toad helping with scale ref

Splash screen used for fall to winter 2019 release

Splash screen used for fall to winter 2019 release