A 3D piece I've been chipping away at for the past month. It was a wonderful exercise in executing a slightly different workflow where I worked off of lighting and shapes in 3D before implementing detail, i.e. general to specific.
This was one of those ideas I had on a list in my phone throughout my coursework picking up 3D. These past few weeks, I finally felt confident enough to create it based on personal improvement and understanding of the pipeline. It was a thrill to work on, and I'm incredibly grateful to all of my peers, colleagues, and everyone else who gave me critiques and points to improve upon throughout the production process.
All major assets including corpses were hand-modeled/sculpted, unwrapped, and textured. Materials were created by way of both Quixel Surfaces and the Substance Suite. 3D Scattering debris and foliage were implemented through Quixel Megascans. All lighting and post-processing done personally through the Unreal Engine.