Those animations look amazing!! Great job!
Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.
This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
Liz Kirby, an Environment Artist at 343 Industries, and CGSociety have recently shared a tutorial on how to create high poly vegetation in ZBrush, a rose in this case, without the use of photogrammetry, other tools and custom brushes or alphas. All you need here is just ZBrush. Basically, it is an alternative solution for those who have limited resources.
Here is a small piece about the beginning of the sculpting process to get you interested:
I like to start with the flower at its most common state: alive and healthy, neither dying or budding. Buds are usually their own, unique sculpt, and decay is much easier to add than it is to subtract. For a rose, start with a plane and mask the general shape of its petal.
Once masked, go to Tool > Subtool > Extract. Edit the thickness as you see fit, and then click Accept. This will create a new Subtool from your mask.
From my rose petal extract, I add the petal’s basic form with three brushes: Move, Fold, and Pinch. Using the Move brush, you can add the larger shapes to the petal, then use Fold (with a low intensity) to add lips and pinches to the petal (be sure to smooth these folds). Pinch can then add sharp creases or polish the edges.
Make sure to study the full tutorial here.