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.