The project integrates a mix of custom-created assets and modified third-party assets to achieve a cohesive and stylized environment.
Islands
- Main Island: Procedurally generated in Houdini with detailed terrain and features.
- Auxiliary Islands: Based on third-party assets, customized with color adjustments to harmonize with the main island.
- Modified Models: Assets such as the palace, pavilion, beacon, arch, and carousel were designed, modified, reassembled in Blender using elements from third-party assets. Some parts were entirely recreated and optimized to better fit the overall design. (The rose window was created by converting masks designed in SD into SVGs and generating 3D geometry.) Except for the beacon’s light, where color and emission intensity were controlled using a sine function, other materials were created by adjusting the plaster textures I designed in SD.
- Third-Party Models: Items such as the harp, flowerpot, grail, and altar had their geometry selectively reduced to improve performance. Their materials were adjusted using the same plaster texture base, with an additional option to blend with a watercolor texture for pattern variation.
- Lily of the Valley: Modified the proportions of the flowers and leaves from a base asset model; Created a custom material for a stylized appearance.
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Vines: Self-created procedural vines in Houdini.
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Trees: One stylized tree was created from scratch in SpeedTree with custom materials, while other trees were third-party assets adjusted in color to match the environment.
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Grass: Fully custom-created, including both the model and material.
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Lotus and Blue Flowers: Used third-party asset models combined with custom materials.
- Shrubs and Dandelions: Adjusted the colors of third-party assets to better fit the scene.
- Custom Rock: A uniquely sculpted rock created in ZBrush with custom materials.
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Other Rocks: Transformed and color-adjusted third-party assets to integrate into the scene.