Website powered by

Jusant - Env Tools

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.

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

Procedural coral detail on scupted shape

Curve tool to have some weird roots assets with the same sized noise

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

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

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

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.

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

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.

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.

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

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

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

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

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

Procedural rock's roots for foggy vegetation vista