Fan art of a severely mutated plant/flower from Command & Conquer Tiberian Sun. This was a massive learning experience and I had to redo several aspects of the model and material more than once when I ran into hard limitations in the tools I was using. Modeled in Maya, sculpted in Mudbox and 3DCoat, baked in Marmoset, textured in Painter, and rendered in Unreal Engine 4.21.
![Tiberium Mutated Plant](./01.jpg)
![Tiberium Mutated Plant Sculpt](./02.jpg)
Originally the blue body was going to be two meshes with transparency allowing a peek inside. That proved to be a dead end but the two meshes were still useful for baking two texture sets for a single body mesh.
![Tiberium Mutated Plant](./03.jpg)
![Tiberium Mutated Plant Translucency](./04.jpg)
I am exceedingly pleased with how well the subsurface scattering turned out.
![Tiberium Mutated Plant Modular Meshes](./05.jpg)
Modular plant pieces allow for mixing and matching to build many variations!
![Tiberium Mutated Plant Wireframe](./06.jpg)
![Tiberium Mutated Plant](./07.jpg)
![Tiberium Mutated Plant Roots](./08.jpg)
![Tiberium Mutated Plant Material Graph](./Material Graph.jpg)
There are two texture sets. An "outer" shell and an "inner" body. Using a pair of masks stored in the alpha channels I lerp between the two sets and use a bump offset to give the inside some fake depth of movement. Overkill? Probably. Worth it? Totally.
![Tiberium Mutated Plant Textures](./10.jpg)