Modular castle building set created for video-game production.
Process:
1. Rough models were created in maya.
2. Details were then added in Zbrush using a combination of tilable textures, manual sculpting and detail alphas.
3. xNormal was used to bake normalmaps and heightmaps for parralax occlusion.
4. The baked textures were combined with tileable detail-normalmaps in the Unreal Engine 4 for improved surface detail.
The scene is rendered in realtime in Unreal Engine 4.
The lighting is in realtime (no bakes) and is made using distance field ambient occlusion together with volymetric fog and a custom light function for the light-leaks effect.