Rassvet - Metal Gear Solid 3: Snake Eater - Breakdown
Project breakdown for Rassvet from Metal Gear Solid 3. Please feel free to get in touch if you have any questions!
Level overview and restricting scope to a particular corner of the level. Started with a blockout then started prioritising within the main wall-pillar area.
Reference images gathered in game showing the treatment of manmade and vegetation meshes, very much a red and green division and this distinct colour palette I wanted to adhere to.
The pillars were made from trim sheets and I set up a material blend in Unreal so that there can be variety between the three main pillars. The trim sheet was baked down from a high poly sculpt for the bracket areas.
A material blend setup allows the tiling textures of the walls to have specificity in how the moss grows as well as flexibility to do this in-engine. Just requires extra verts to be added to be able to hold the RBG values across the mesh
The hard jagged edges of the walls were detailed with bricks (hp-lp sculpt bakes) and a central grout section was added, happy with these results
The plaform was created with a tiling texture and the edge was a normal damage decal that wrapped around its sides. I sculpted a rocky surface in a plane and then unwrapped the UVs of the edge to the normal map, then added vertex displacement.
Using the shrink-wrap modifier to project the roots onto the ground plane which worked nicely allowing the roots to naturally follow curves in the ground plane
Pipe mesh spline
Pipe mesh spline blueprint
Houdini rubble pile
Two approaches for rubble, one using opacity to mask out the edges and achieve a blend into the ground plane for a periphery pile. And the Houdini approach!
Prop showcase1. Electrics wall panel, Generator, Water Crate, SAGE radar unit, Kerotan frog, Lifting trolley, Plastic petrol can, Wrapped shipping crate.
Prop showcase 2. Ration pack, Oil barrel, Solar unit, Workbench, Battery, Transformer, Ladder, Locker