Highguard - Tree Bark Materials
Dragon Tree Bark (from Vesper City map)

Dragon Tree Bark (from Vesper City map)

Mahogany Bark (from Rivermark/Training/Kingdom/Skydrift)

Mahogany Bark (from Rivermark/Training/Kingdom/Skydrift)

Spruce Bark (from Skydrift/Summit/Map7)

Spruce Bark (from Skydrift/Summit/Map7)

Burnt Spruce Bark (from Map 7)

Burnt Spruce Bark (from Map 7)

Chopped Inner Wood Bark (blend for all tree destructibles)

Chopped Inner Wood Bark (blend for all tree destructibles)

Layer 1 of Vesper Tree Bark (from Dustline)

Layer 1 of Vesper Tree Bark (from Dustline)

Layer 2 of Vesper Tree Bark (from Dustline)

Layer 2 of Vesper Tree Bark (from Dustline)

Unique Trunk setup that enabled me to share the same tiling bark across 0-1 space and tiled space.

Unique Trunk setup that enabled me to share the same tiling bark across 0-1 space and tiled space.

Unique Trunk sculpts - mostly focused on large/medium details as most of the micro details would come from the tiling bark texture.

Unique Trunk sculpts - mostly focused on large/medium details as most of the micro details would come from the tiling bark texture.

Highguard - Tree Bark Materials

Here's all the tree bark tileables and unique sculpted trunks that I worked on across the various tree variants in the game. For this project, I wanted to challenge myself to stay in Substance Designer for the whole texturing process rather than jumping into Maya/Zbrush to establish a base sculpt to bake from like in previous projects (Apex/Shadow of War). In the end this enabled to move much faster on tree barks - getting them done in 1-2 days tops. Generally, for production speed's sake, I'd start from a Megascans texture set and bring it into Designer and heavily modify it to my needs and references I'm looking at.


Our environments were a colossal team effort by a relatively small team by AAA standards (we shipped with 7 Environment Artists with no environment outsourcing!). There was a lot new we had to built, but we also had to be efficient and smartly re-use the asset bank that we built up across maps.
_________________________
Art Director / Lighting:
https://www.artstation.com/rtaube
_________________________
Lead Environment Artist:
https://www.artstation.com/jzartist
_________________________
Environment Artists:
https://www.artstation.com/jobyek
https://www.artstation.com/paultran
https://www.artstation.com/jakevirginia
https://www.artstation.com/artkristen
https://www.artstation.com/shong1123
https://www.artstation.com/dbentley3d
_________________________
Environment Concept Artists:
https://www.artstation.com/gabe-11
https://www.artstation.com/nicholasschumaker
https://www.artstation.com/gabberwocky
_________________________
Game Designer for Trees:
Mohammad Alavi
_________________________
FX Artist:
https://www.artstation.com/mreberg
https://www.artstation.com/ryanbartonvfx
Christopher Shepherd

More artwork