UNDETECTED Plants Rundown


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.

Mexican Butterfly Weed

Low-poly Mexican Butterfly Weed.

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

Croton

Four low-poly Croton plants, each with a different palette.

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.

Taro/Elephant Ears

Low poly Taro/Elephant Ears

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.

Tall Grass

Low-poly Tall Grass

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.

Grass...

A bunch of low-res grass particles.

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...

Monstera

Low-poly Monstera

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.

Ceiba Tree

Low-poly Ceiba Tree

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.

Unknown Tree

Low-poly tree.

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.

Wall Vines

A low-res vine texture on top of a greyscale-checkered wall.

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!

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