Broken Bonds Game Demo | Modular building

Last year at school I worked on the game Broken Bonds, I worked together with a group of 14 artists, designers and programmers.
I was responsible for creating the starting house, and some additional set dressing and art direction.
This was an awesome project that gave me allot of experience working in larger groups!

Additional work done by:
All foliage, rocks and Lighting: https://www.artstation.com/jamey98
Wind and weather systems: https://www.artstation.com/heasthy
Ocean and physics systems: https://www.artstation.com/michaelvdb
High poly Trimsheet sculpt: https://www.artstation.com/steffiarndorfer

Created the entire building with a simple assetkit textured with a trimsheet

Created the entire building with a simple assetkit textured with a trimsheet

Created a shader in Unreal to warp the reeds for the roof

Put a green gradient over a red difference clouds in Photoshop to create this mask, The red channel drives the amount of warping applied to the texture while the green channel drives the strength of the warp

Put a green gradient over a red difference clouds in Photoshop to create this mask, The red channel drives the amount of warping applied to the texture while the green channel drives the strength of the warp

Highpoly trimsheet sculpted in Zbrush by Stephanie Ardorner, Baked onto a plane and textured in Substance Painter

Highpoly trimsheet sculpted in Zbrush by Stephanie Ardorner, Baked onto a plane and textured in Substance Painter

Using trimsheets offers allot of non destuctible flexibility when texturing large assets