The plants were modeled in Maya. The rocks and branch were made in Zbrush from start to finish. The dragonfly was sculpted in Zbrush and retopoed and rigged in Maya. Everything was textured in Substance Painter.
This is a black and white image I used to work on the values of the piece and compare when adjusting the post process and light placements. I do this a few times throughout the scene.
This is my sketch based on Sandra Sutherlin's bracelet.
I imported this image into Maya and created the topology with quad draw. I sent the new mesh into Zbrush and sculpted on this flat then used the arch deformer and decimated it to get low poly model.
Alpha used to create the gobo for the dappled light.
I have always loved micro scenes like in the concept I found by Etienne Savoie. There is something magical about these small moments in time, these little worlds that seem so insignificant to us but really tell their own stories when we think about them. This project was an exercise in materials in Unreal Engine 4.