Introduction

Hey, my name is Raghav Verma. I'm a passionate Environment Artist and I love to create fantasy worlds for games. I don't have a compelling backstory about me to explain what I do today other than to say that I make environments because I like to see that look on people's faces when they smile at a nice scene, almost as if they are transported there.

For this interview, we will briefly go over my recent game environment named Swamp Haven. I will be explaining how I approached this project over the course of 4 months and some of the techniques that I used to achieve the results on the respective assets.

Before we get started, I made every single asset in this scene and that includes the foliage. No Megascans assets were used.

Raghav Verma 80LV - Final Render 1
Raghav Verma 80LV - Final Render 2

Planning

First task was to find a concept and research all the references regarding it. Research is important so we can plan ahead the technical and artistic requirements for the project. I like fantasy worlds hence I went with the following project. The concept was taken from 三叠色 Size on ArtStation:

Raghav Verma 80LV - Original Concept Art

After collecting references, my PureRef file looked like this. It contained the type of assets and the quality bar that I would achieve for this project.

Raghav Verma 80LV - Reference Board

Blockout

Blockout is the first week, where I match the camera angle of the scene in Maya and then place primitive geometry to get an idea of the whole scene in advance. This is also the step where I use "humans" to properly scale my assets in the scene relative to an average human size.

Raghav Verma 80LV - Asset Scaling

After doing everything, I exported it to Unreal Engine to get the first look at how the scene would look in the engine itself.

Raghav Verma 80LV - Initial Unreal Render

Assets

All the assets in the project except the herp props are textured in the engine itself using baked information.

This is how it was done:

  1. I modeled the base mesh in Maya.
  2. I sculpted the high poly details in ZBrush.
  3. Made the low-poly by decimating it in ZBrush or by manually creating it using Quad Draw in Maya.
  4. Substance 3D Painter was used to bake all the information on the low-poly meshes.

Raghav Verma 80LV - Asset Meshes
Raghav Verma 80LV - Asset Mesh 2
Raghav Verma 80LV - Asset Mesh 3
Raghav Verma 80LV - Asset Texture 1

The Red, Blue, and Green colors in the bake represent the different masks that I pack with the textures. They are for moss, dirt, and miscellaneous gradient noises that are later utilized in the engine when I texture them as different masks for respective textures. My multi-purpose Master Material uses these masks in Unreal Engine to create changes on the go.

Raghav Verma 80LV - Texture Masking

Here's a video showing how to change the moss/dirt buildup:



It uses the above-mentioned masks along with engine-generated information like distance-based Ambient Occlusion and distance fields in order to generate proper and realistic buildup. Here's another example showcasing how this works for the shingles:



Raghav Verma 80LV - Roof Shingles

For more information on how I use different techniques to texture my assets, check out the breakdown I did on my ArtStation.

Foliage

Foliage was an interesting part of this project and I absolutely enjoyed every bit of it. Here's how I made my foliage.

After doing the research for the types of foliage required in the scene, I started by laying out the base mesh in Maya on square mesh, which has a layout of a 2K texture as shown below.

Raghav Verma 80LV - Foliage 1

Then this base mesh is taken into ZBrush to add all the nice details.

Raghav Verma 80LV - Foliage 2
Raghav Verma 80LV - Foliage 3
Raghav Verma 80LV - Foliage 4
Raghav Verma 80LV - Foliage 5
Raghav Verma 80LV - Foliage 6

Now that the atlas is done, I baked this high-poly on a flat mesh in Substance 3D Painter as shown below.

Raghav Verma 80LV - Foliage 7

This atlas plane is then taken back into Maya to make foliage cutouts and further assemble the foliage according to the references.

Raghav Verma 80LV - Foliage Reference Board

Raghav Verma 80LV - Foliage Model 1
Raghav Verma 80LV - Foliage Model 2
Raghav Verma 80LV - Foliage Model 3
Raghav Verma 80LV - Foliage Model 4
Raghav Verma 80LV - Foliage Model 5
Raghav Verma 80LV - Foliage Model 6

I'd also like to share some of the Substance 3D Designer materials that I made for this project. More detailed shots of these cool procedural textures can be found here.

Raghav Verma 80LV - Substance 3D Materials 1
Raghav Verma 80LV - Substance 3D Materials 2
Raghav Verma 80LV - Substance 3D Materials 3
Raghav Verma 80LV - Substance 3D Materials 4
Raghav Verma 80LV - Substance 3D Materials 5

Rendering

Have a look at some final renders below:

Raghav Verma 80LV - Final Render 3
Raghav Verma 80LV - Final Render 4
Raghav Verma 80LV - Final Render 5
Raghav Verma 80LV - Final Render 6
Raghav Verma 80LV - Final Render 7
Raghav Verma 80LV - Final Render 8
Raghav Verma 80LV - Final Render 9
Raghav Verma 80LV - Final Render 10
Raghav Verma 80LV - Final Render 11

This interview was done by Theodore McKenzie for 80.lv.
Take a closer look into Raghav's art here.