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RIGS - Nevada

The Nevada level for Rigs (2016) went through many passes for VR comfort. This was one of our favorite playable maps of the game.

I used world machine to generate erosion around the ramps and rocks in the play-space.

I used world machine to generate erosion around the ramps and rocks in the play-space.

The textures used in conjunction with the macro meshes. The heightmaps were ran through substance for the roughness, reflectance, and albedo. Unfortunately I no longer have the source.

The textures used in conjunction with the macro meshes. The heightmaps were ran through substance for the roughness, reflectance, and albedo. Unfortunately I no longer have the source.

Sand slide decals for the Rigs

Sand slide decals for the Rigs

Besides the metal and concrete decals streaks I made most of the damage in the game.

Besides the metal and concrete decals streaks I made most of the damage in the game.

Macro sculpts for large forms

Macro sculpts for large forms

rocks were created with a combination of 3dcoat and zbrush

rocks were created with a combination of 3dcoat and zbrush

A displacement blend setup between 3 materials for an unreleased RIGS map.

A displacement blend setup between 3 materials for an unreleased RIGS map.

Some snow tests using a combination of Substance and Zbrush

Some snow tests using a combination of Substance and Zbrush

Quick erosion pass and macro normal maps added to in the Shader

Quick erosion pass and macro normal maps added to in the Shader

Some of the photogrammetry -delighting, reprojection, and retopo for Nevada

Some of the photogrammetry -delighting, reprojection, and retopo for Nevada

Nevada Vid Captured by Matt Birkett-Smith