Halo Infinite Forbidden Foliage

For Forbidden, I assisted in creating foliage and organic setdressing, as well as in providing work orders and outsource feedback for our partners. I made foliage from scratch with SpeedTree and Zbrush, and also built with MegaScans - examples in the last three images.

Forbidden came together through the talents of many individuals! Thanks to Forbidden's level designer, Cliff Schuldt, for this credit list:
______________
World Building:
▪ Thanet Gasorntip
▪ Eli Gershenfeld
▪ Andres G Nelson
▪ Tom Garti
______________
MP Art Lead:
▪ Josh Rife
______________
Surfacing/ECT:
▪ Kurt Kupser
▪ James Ritossa
▪ Kim Kirchstein
______________
Hard Surface/ECT:
▪ Jay Miller
▪ John Flath
▪ Benji Tran
▪ Cynthia Jensen
______________
Design:
▪ Cliff Schuldt
▪ Cayle George
▪ Tom French
______________
Tech Art/ECT:
▪ Kim Haines
▪ Logan McClure
▪ Turner Sinopoli
▪ Steven Souza
______________
Lighting:
▪ Tyler Feddeler
______________
Effects:
▪ Ed Reyes
▪ Matthew Schaffter
______________
Art Direction:
▪ Donnie Taylor
▪ Sparth Nicolas Bouvier (Sparth)
______________
Concept:
▪ Glenn Israel
▪ David Heidhoff
▪ Darren Bacon
▪ Elijah McNeal
▪ Lola Zhang
▪ Orlando Chen
▪ Salvatorre Yazzie
▪ Molly McLaughlin
______________
Audio:
▪ Jomo Kangethe
▪ Jeramy Koepping
▪ Robbie Elias
______________
CTF Mode:
▪ Zach Boyce
▪ Andrew Witts
______________
Production:
▪ Andrew Smallwood
▪ Mason Ott
▪ Cheyne Arteritano
▪ Nick Treitman
______________
External Partners:
▪ Mandali
______________
And of course the best biomes team ever, 343 Industrees:
https://www.artstation.com/chiyo
https://www.artstation.com/natetheartist
https://www.artstation.com/stevetreez
https://www.artstation.com/eaubley

Contribution: Foliage assets (trees, roots, ivy, small plants - excluding the monstera and bird's nest fern), and  organic set dressing.

Contribution: Foliage assets (trees, roots, ivy, small plants - excluding the monstera and bird's nest fern), and organic set dressing.

Contribution: Foliage assets and organic set dressing. The roots are a combination of solid meshes, two tiling root alphas that could be added or subtracted from each other, and smaller root clusters baked to cards.

Contribution: Foliage assets and organic set dressing. The roots are a combination of solid meshes, two tiling root alphas that could be added or subtracted from each other, and smaller root clusters baked to cards.

An example of some root structures I setdressed. The root set had secondary material variants to support the "dry" side of the map, as well.

An example of some root structures I setdressed. The root set had secondary material variants to support the "dry" side of the map, as well.

Contribution: Foliage assets (excluding the bird's nest fern and monstera), some organic set dressing.

Contribution: Foliage assets (excluding the bird's nest fern and monstera), some organic set dressing.

Contribution: Ivy meshes, tassel ferns, grasses, root assets and tiling root alphas, minor organic set dressing.

Contribution: Ivy meshes, tassel ferns, grasses, root assets and tiling root alphas, minor organic set dressing.

Contribution: Ivy meshes, tassel ferns, grasses, root assets and tiling root alphas, minor organic set dressing.

Contribution: Ivy meshes, tassel ferns, grasses, root assets and tiling root alphas, minor organic set dressing.

Contribution: Ivy meshes, tassel ferns, root assets and tiling root alphas, magnolia plant, celosia flower, grasses.

Contribution: Ivy meshes, tassel ferns, root assets and tiling root alphas, magnolia plant, celosia flower, grasses.

Contribution: Root set. All roots were kitbashed from this set and combined with card bakes and the tiling alphas. The bark on the roots, dry and mossy, were done by our internal materials team.

Contribution: Root set. All roots were kitbashed from this set and combined with card bakes and the tiling alphas. The bark on the roots, dry and mossy, were done by our internal materials team.

Close to the final atlas made in SpeedTree. I used the climbing fig MegaScans for the source textures, with post work in Substance. Large cards supported by small details that would LOD out quickly.

Close to the final atlas made in SpeedTree. I used the climbing fig MegaScans for the source textures, with post work in Substance. Large cards supported by small details that would LOD out quickly.

I used chestnut leaf MegaScans for the magnolia leaves by displacing and sculpting over them in Zbrush, with post on the final atlas in Substance.

I used chestnut leaf MegaScans for the magnolia leaves by displacing and sculpting over them in Zbrush, with post on the final atlas in Substance.

And holly fern textures were turned into a huperzia plant, the final atlas arrangement in SpeedTree in the upper right and one of the arrangements in the lower right.

And holly fern textures were turned into a huperzia plant, the final atlas arrangement in SpeedTree in the upper right and one of the arrangements in the lower right.