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Muspel Monoliths - Assassin's Creed Valhalla: Dawn of Ragnarok

Part of my work on Assassins Creed: Dawn of Ragnarok.
The Muspel monoliths were as challenging as they come.
The gigantic rocks surface needed to look good in the distance and yet be detailed enough to climb on.
Glowing hot markings and cracks needed to be seen kilometers away.
To top it off a complex shape like this need to be seen from every spot on the map and be highly detailed. In order not to destroy performance and memory some custom streaming and LODing solutions where needed.
I opted to work on a custom shader, where I could incorporate all the features I needed like close/mid/far transitions and scaling of textures. Custom painted masks , high poly bakes combining and transitioning to highly tiled tiling textures with blends. Other tricks with the camera to create the glowing/illuminated effects.
I worked on most other aspects of the meshes with that. Low poly , textured in painted , some utility masks in painter.
Textures for the black rock and smoldering hot parts I made in susbtance.
Worked on some additional black rock meshes
The highpoly meshes used to kitbash were supplied by Georgi Tumbev.
Thanks to
Art direction: Eddie Bennun, Nikola Stoyanov
Technical art direction: Yavor Yakovliev
Lead environment art: Nikolay Peev, Biser Parashkevov, Martin Kamburov
And the whole dev team !