Breakdown: Zero Leagues in UE4 & SD
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Milwaukee US   17, Jun — 22, Jun
New York US   17, Jun — 20, Jun
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TBA BR   22, Jun — 24, Jun
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Latest comments
by Charlotte Delannoy
5 hours ago

Thanks a lot ! Did you give some masterclass of something ?

How is the Clovers sit on top between tiles? for mine, blend modes doesnt seem to be working... they follow the height of the tiles which results in extreme distortion of clovers following the height changes of tiles

by Gary Sanchez
8 hours ago

I really liked Cris Tales, its a Colombian game, i really like it how it looks, its like a old JRPG with a unique graphic style:

Breakdown: Zero Leagues in UE4 & SD
18 October, 2018
Environment Art
Environment Design

Tristan Meere allowed us to repost his breakdown of some of the techniques that he used while he was working on Zero Leagues environment.

The artist explained the moss that is based on a breakdown that Naughty Dog did on their moss shader for Uncharted 4. “The shader tries to move accurately represent the surface of moss using microfiber shading, AO fresnel, light wrapping, and other techniques. Ultimately it is missing a fuzzy BRDF but that proved to be beyond the scope of what I wanted to accomplish with the shader,” states the artist. 

Let’s study the breakdown below:

The primary material for layering moss onto rocks

Breakdown of the moss-rock graph

Custom shader for moss

Helper Functions for the Moss Shading

Here are some final shots:

The breakdown was originally published on ArtStation.

Source: ArtStation

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feariangozu Recent comment authors

This is almost a parody of an 80lv article.

I would be interested to know what people gleaned from these blurry tiny graphs, and more interested to know what extra information can be taken away from seeing it reposted here with no discussion or review of the content. Am I crazy?


Thanks for that, scene looks great, love the colors 🙂

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