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Lego Star Wars: The Skywalker Saga | Starkiller

Starkiller was one of the physically largest environments I've ever worked on. With it being a fast paced flight level where you can cover ground quickly the area had to be big, but at the same time swooping down low to the ground in some places meant the detail up close also had to be high fidelity. I was Senior Environment artist on this area working with 3 other artists, I was responsible for all of the landscape near and far, lighting, atmosphere & skydome along with polish for certain materials on the Oscillator structure which was created by Katie Humes, the team did an awesome job on this and was a personal favourite for me to work on 

The vast starkiller landscape & vista. All the ground mesh work was hand authored and done without landscape engine tools. Oscillator & trenches were made by Katie Humes

The vast starkiller landscape & vista. All the ground mesh work was hand authored and done without landscape engine tools. Oscillator & trenches were made by Katie Humes

I also worked on the lighting, skydome & atmosphere vfx

I also worked on the lighting, skydome & atmosphere vfx

The main mesh work for landscapes were a combination of multiple world creator elements and hand authored Maya mesh work

The main mesh work for landscapes were a combination of multiple world creator elements and hand authored Maya mesh work

Another distant shot showing the scale of the level

Another distant shot showing the scale of the level

Close up the materials and meshes also had to hold up

Close up the materials and meshes also had to hold up

Blending the trenches made by Katie Humes into the environment here

Blending the trenches made by Katie Humes into the environment here

Panning shots of the level

The entrance area here had more detail for entering Starkiller base

The entrance area here had more detail for entering Starkiller base

Close up of the ground detailing, using decals for the footsteps

Close up of the ground detailing, using decals for the footsteps

One of the material layers made using zbrush for the main forms & height map and textured in substance designer

One of the material layers made using zbrush for the main forms & height map and textured in substance designer

Close up render from Marmoset Toolbag of the snowy ground layer that was blended with other snow layers in game

Close up render from Marmoset Toolbag of the snowy ground layer that was blended with other snow layers in game

One of the two larger vista chunks. These were stitched seamlessly into the flatter larger ground with custom normals in maya

One of the two larger vista chunks. These were stitched seamlessly into the flatter larger ground with custom normals in maya

Rock sculpt for the main rock seen throughout the level

Rock sculpt for the main rock seen throughout the level

Low poly prepped

Low poly prepped

Final baked world normal & masks with tileable detail textures

Final baked world normal & masks with tileable detail textures

Snow layering was world position based & also controllable on a parameter

Snow layering was world position based & also controllable on a parameter