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Lego Star Wars: The Skywalker Saga | Breakdowns

This gallery shows some of the breakdowns for the workflows I chose on a selection of assets. I learned a lot on this project and developed some techniques I have since built on, here are a few that I thought were worth sharing hope you find them useful....and more importantly let me know if you have better ways of doing them I'm always keen to learn more 

Breakdown of the process for creating the large mountain asset seen to line the surrounds of the Crait level

Breakdown of the process for creating the large mountain asset seen to line the surrounds of the Crait level

Panning shot of the single asset placed and intersected

For the echo base modular corridor pieces the mesh work was overlaid with sculpted decals to create extra depth & layering

Quick and dirty way to utilise some photogrammetry along with a bit of sculpting to create a large rock chunk

Quick and dirty way to utilise some photogrammetry along with a bit of sculpting to create a large rock chunk

The finished zbrush sculpt bash

The finished zbrush sculpt bash

The low poly before backing

The low poly before backing

The baking and texturing process

The baking and texturing process

The material for the rock had world aligned projected snow which was also on a slider for extra control

The material for the rock had world aligned projected snow which was also on a slider for extra control

Here's the material in action

For the rain on the ground material I created a packed map to save on memory and with a bit of shader magic layered up the 3 masks to create rain splashes along with sweeping wind across the surface to breakup the repetitive rain hitting the floor

A close up of the material

Some simple detailing using parallax height map options in the material to help it pop a bit more

Some simple detailing using parallax height map options in the material to help it pop a bit more

A multi layered icey scraped wall material that had added depth from the parallax & refraction

Vertex blending options were also on the shader