Joining MPC as a freelance senior 3d artist on the Samsung Snowboard VR project, I was tasked with leading the creation of a massive 37 square kilometer winter landscape environment in Unreal Engine. The project had a very tight delivery schedule of just 3 months, and a very small team, with no prior internal pipelines built to support such a large real-time project. The terrain was derived from real-world landscape data from Chile, and modified to infuse surreal, fantastical elements including towering canyons, treacherous cliffs and a foreboding, mysterious underground cave with the archaeological ruins of an unknown civilization. A number of procedural modeling and shader techniques had to be utilized to cover such a huge environment in the brief time frame of the project.
I was responsible for concepting, modeling, texturing, lighting and rendering of the project. The lighting was fully dynamic, with the time of day changing gradually throughout the experience, except for the underground cave for which we could utilize static baked lighting. The project was created using 3ds Max, Maya, Zbrush, Substance Designer + Painter, and rendered in real-time using Unreal Engine.