Posted by Lady Saytenn on Apr 16, 2022
It's my first post on here! Wowza!
A while back I got commissioned by Antonio Freyre to create low-poly plant models for UNDETECTED, a stealth action game inspired by Metal Gear Solid set in the Yucatan jungles of Mexico. I have worked with him with the past, but I was still figuring out my overall workflow so I used some experimental methods. All the modeling was done in Blender, but the texturing was a mix of Blender's default texture painting (painful), Clip Studio Paint, Krita, and even baking procedural textures within Blender. It was a bit of a mess, but Antonio was very patient and understanding so for that I am grateful. Here's all the plants.

Pretty straightforward. The curve modifier came in handy here. Also guess what the internal name for this one is.

These were some of my most ambitious models, purely because of the palettes! 4 might not seem like a whole lot, but as seen in the turntable up top, the textures are interchangable meaning you can see up to 16 varieties in-game. Originally the palette switching would be completely procedural with a black and white texture base, but for some reason Unreal 4 doesn't have a gradient remapping tool for materials so they're individual texture files now.

A lot smaller than a real elephant. I baked in some subsurface scattering, though I'm not sure if it's that noticable in the texture.

Would it really be a stealth game if we didn't have this?
I layered some grass textures included within CSP as a base, then drew over them and added some of my own flair.

You're probably thinking that this is way too much for this kind of game. And you might be right as there are a lot of particles, however they get culled based on camera distance and graphics settings in-game. Not while rendering these though. My poor CPU...

Another simple one, but I'm really proud of it because of how simple it was to make. I only used the default pen and airbrush tools in CSP and it came out good, I think.

The trees were the most complex models I worked on for this project. 3 materials and textures for the bark, vines and leaves, 18 meters tall (nerfed if you can believe it), 674 triangles, and a 512 pixel bark texture with which is twice as much as the second biggest textures I used. Still, this was a nice learning experience. I managed to make some convincing looking bark by baking a bunch of procedrual textures.

The second tree I worked on, which was marginally easier than the Ceiba though I did switch back and forth between these trees. I didn't really base this off of any specific tree, but if I had to guess it's a mixture of Oak and Ceiba. It's the future, anything can happen, it's fiiiiine.

Not really a model. More of a decal, as these will be placed over walls in-game. I used Krita for this because the wrap around mode was useful for making it seamless. I know there's something similar in Blender but I wanted something that wouldn't kill me if I forgot to hit Alt+S at this point.
Thanks for reading! Wishlist UNDETECTED on Steam!