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Mos Eisley Outskirts

This piece one of the assets created for my Portfoliocourse at The Game Assembly, and is a real passion project of mine. I wanted to improve as an environment artist, and so I challenged myself to create a scene where I built everything from scratch (save for a few character meshes*). I've always had a soft spot for the Star Wars universe, so the Tatooine setting came quite naturally, and it's been a blast to work with.
It's been a long time in the making, and I'm very proud to finally be able to show it off.

I've taken a lot of inspiration from the original star wars trilogy, aswell as Per Smedjeback's work on Battlefront 2.
I've also had a lot of help and input from mentors, as well as feedback from various industry artists, so a big thank you to everyone who helped me out during this process!

*Storm trooper character mesh created by: SanForge Studio, sketchfab.com/3d-models/ue4-storm-trooper-rigged-game-ready-077bbe07d52f44c18ef9f30422d50ee5

*Jawa character mesh created by: tegnemaskin, sketchfab.com/3d-models/star-wars-jawa-rigged-05a4a4a71a974430867e707299410198

𝘐 𝘢𝘮 𝘱𝘢𝘳𝘵 𝘰𝘧 𝘛𝘩𝘦 𝘎𝘢𝘮𝘦 𝘈𝘴𝘴𝘦𝘮𝘣𝘭𝘺’𝘴 𝘪𝘯𝘵𝘦𝘳𝘯𝘴𝘩𝘪𝘱 𝘱𝘳𝘰𝘨𝘳𝘢𝘮. 𝘈𝘴 𝘱𝘦𝘳 𝘵𝘩𝘦 𝘢𝘨𝘳𝘦𝘦𝘮𝘦𝘯𝘵 𝘣𝘦𝘵𝘸𝘦𝘦𝘯 𝘵𝘩𝘦 𝘎𝘢𝘮𝘦𝘴 𝘐𝘯𝘥𝘶𝘴𝘵𝘳𝘺 𝘢𝘯𝘥 𝘛𝘩𝘦 𝘎𝘢𝘮𝘦 𝘈𝘴𝘴𝘦𝘮𝘣𝘭𝘺, 𝘯𝘦𝘪𝘵𝘩𝘦𝘳 𝘴𝘵𝘶𝘥𝘦𝘯𝘵 𝘯𝘰𝘳 𝘤𝘰𝘮𝘱𝘢𝘯𝘺 𝘮𝘢𝘺 𝘣𝘦 𝘪𝘯 𝘤𝘰𝘯𝘵𝘢𝘤𝘵 𝘸𝘪𝘵𝘩 𝘰𝘯𝘦 𝘢𝘯𝘰𝘵𝘩𝘦𝘳 𝘳𝘦𝘨𝘢𝘳𝘥𝘪𝘯𝘨 𝘪𝘯𝘵𝘦𝘳𝘯𝘴𝘩𝘪𝘱𝘴 𝘣𝘦𝘧𝘰𝘳𝘦 𝘈𝘱𝘳𝘪𝘭 23𝘳𝘥. 𝘈𝘯𝘺 𝘪𝘯𝘵𝘦𝘳𝘯𝘴𝘩𝘪𝘱 𝘰𝘧𝘧𝘦𝘳𝘴 𝘤𝘢𝘯 𝘣𝘦 𝘮𝘢𝘥𝘦 𝘰𝘯 𝘔𝘢𝘺 5𝘵𝘩, 𝘢𝘵 𝘵𝘩𝘦 𝘦𝘢𝘳𝘭𝘪𝘦𝘴𝘵.

I created a procedural house generation tool in Houdini for this project, designed to speed up the process of creating diverse buildings for a city la houses on the fly.
For a more in depth breakdown, please check out my other project "Procedural Toolkit"

The cloth simulations were an important part to make the scene feel flowing and "alive". They were created using Houdini's vellum solver and exported as vertex animation textures into Unreal.

I created 2 separate heightfields for this project. The sand dunes, and the Mountains. Both were created using Houdini heightfields

The terrain material shader I created for this project. It blends a variety of sand materials I created in substance designer (the Path material was vertex painted into the landscape)

A blowing sand shader I created and baked into decals. One of the layers in creating a "living" landscape

A dustcloud shader created to make the scene feel windier, and courser