Scattered plants driven by paint mask to quickly create nanite static meshes visible from a long distance, and emulating what we did with foliage close to the player.
Procedural coral detail on scupted shape
Curve tool to have some weird roots assets with the same sized noise
Bricks merged tools created to remove automaticaly some details to control visual noise density
Control sized noises on simple sculpted rocks to preserve "tris ratio" between large meshes
Early full procedurals rocks tests before moving to more control sculpted shapes, with juste the noise applied procedurally
Noise on sculpted road surfaces that preserves the top and blend the bottom with the natural organic cliff. Procedural noises helped with the number of assets in the road kit.
Pebbles random scattered generator for little details
Salt sea vista with landscape details in the mesh to control the details in the distance to use nanite sharp details preservation when needed.
Same approach with distance mountains and cliffs used in different levels.
The base of the Caldeira is made with houdini heightfield, then refine in Zbrush. The snow is added with dupplicated mesh on top, ajusted in Zbrush
Quick snow on top generator for frozen ballasts
Node generator for nanite fish net to save some time with complex shapes and repetition. Final meshes by Thomas Garcia
Scattered moss test in specific chosen area. Final meshes in the game are cluster placed by hand for more composition and details control
Procedural rock's roots for foggy vegetation vista