World Tree
I wanted a super flexible shader setup for the bark on the roots and trunk, so I have rotators for the two versions of the bark that's controlled with vertex painting. I also threw in extra maps to mask out some of the emissive to help with the tiling.

I wanted a super flexible shader setup for the bark on the roots and trunk, so I have rotators for the two versions of the bark that's controlled with vertex painting. I also threw in extra maps to mask out some of the emissive to help with the tiling.

wireframe of the tree

wireframe of the tree

assets from Quixel

assets from Quixel

sphere render in marmoset

sphere render in marmoset

detail shot in Marmoset

detail shot in Marmoset

RefSheet

RefSheet

World Tree

Really like this bark material I made, so I decided to make a little environment for it. Had some fun sculpting the tree in zbrush and decided to just use spline meshes in UE4 for the roots rather than sculpting those as well and I definitely think it was the right workflow. I was able to iterate a lot super between the spline meshes and using vertex painting to control the layering on all the bark assets. Thanks https://www.artstation.com/sourabhhamigi269 for hooking me up with the volumetric clouds, def loving the next sky atmosphere system in 4.24-4.25 feels soooo much better.

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John davies titleimg long