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VEGETATION

My primary role in the production of Onrush was the vegetation. I created asset lists based on geographical location, gathered reference, modelled, textured and optimised most of the trees and plants in the game.

A big challenge for this project was the changing of seasons. Every track can be played at any time of year and the vegetation had to change in appearance without resorting to object swaps. This was achieved using a combination of colour ramps and array textures which required multiple versions of foliage textures with and without flowers and leaves.

Software used: Maya, ZBrush, Photoshop, Substance Designer, Substance Painter, Topogun.

PricklyPear_03.jpg
PricklyPear_04.png
DouglasFir_01.jpg
DouglasFir_02.jpg
DouglasFir_03.png
IndianPaintbrush_01.jpg
IndianPaintbrush_02.jpg
IndianPaintbrush_03.png
Grass_01.jpg
Grass_02.jpg
Grass_03.png
Alder_01.jpg
Alder_04.jpg
Alder_02.jpg
Alder_05.jpg
Creosote_01.jpg
Creosote_02.jpg
Creosote_03.png
RedCedar_01.jpg
RedCedar_02.jpg
RedCedar_03.png
GrassMarram_01.jpg
GrassMarram_02.jpg
GrassMarram_03.png
Aspen_01.jpg
Aspen_04.jpg
Aspen_02.jpg
Aspen_03.png
CoyoteBush_01.jpg
CoyoteBush_02.jpg
CoyoteBush_03.jpg
CoyoteBush_04.png
FlowersMixed_01.jpg
FlowersMixed_02.jpg
FlowersMixed_03.png
Hemlock_01.jpg
Hemlock_02.jpg
Hemlock_03.png
Huckleberry_01.jpg
Huckleberry_02.jpg
Huckleberry_03.png
GrassNeedle_01.jpg
GrassNeedle_02.png
Maple_01.jpg
Maple_02.jpg
Maple_03.jpg
Maple_04.png