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As time passes - A Legend Of Zelda Fanart

As a fan of the Legend Of Zelda series, I went ahead and recreated the Iconic Master Sword and setup a small scene, in the form of a Diorama. To accompany the sword, I originally created the Hylian Shield and the Scabbard to be used in the scene but I ended up using only the sword, due to wanting to stay true to the original source material from the games. The main character Link would discover and unearth the Master Sword from the pedestal after a set number of trials that he would have to face. Using references from Breath of the Wild, Twilight Princess and Skyward Sword games, the three games involved the Master Sword being stationed in stone or pedestal. I spent some time creating a small semi - stylised detailed scene, that would introduce foliage covering both the stone and parts of the ivy wrapping around the bottom of the sword, which tells a story that as time passes, the untamable power of the wilderness, showing that even the most solid creations of mortals are vulnerable to the persistent, growing force of nature.
This project explored the use of texture atlas creation where the Ivy and grass were sculpted inside of Zbrush and baked onto a plane in Substance painter. To add motion to the foliage, a wind shader was created to control the movement, speed and the bending animation.
- Shield, Sword and Scabbard were modelled in Blender
- Ivy, grass and stone were sculpted in Zbrush
- Everything was textured in Substance Painter
- Project was rendered in Unreal Engine
- Editing and final compositions were done in Photoshop and Premier Pro.
Thanks for viewing.

Unreal Engine - Videos

Diorama - Renders

Diorama - Renders

Night Sky - Renders

Night Sky - Renders

Master Sword - Renders

Master Sword - Renders

Hylian Shield - Renders

Hylian Shield - Renders

Master Sword Scabbard - Renders

Master Sword Scabbard - Renders

Marmoset Toolbag - Clay, Wireframe and Final Renditions

Marmoset Toolbag - Clay, Wireframe and Final Renditions

Diorama - Clay Renders

Diorama - Clay Renders

Unreal Engine - Detailed Lighting, Lighting, Wireframe, Lightmap Density, Shader Complexity, Roughness, Unlit, Final Rendition

Unreal Engine - Detailed Lighting, Lighting, Wireframe, Lightmap Density, Shader Complexity, Roughness, Unlit, Final Rendition

In engine - Wireframe

In engine - Wireframe

Using CV and EP curve tools to generate vines and wrapping around the sword. Created planes for foliage cards

Using CV and EP curve tools to generate vines and wrapping around the sword. Created planes for foliage cards

Vines wrapping around the sword using EP and CV curve tools in Maya.

Vines wrapping around the sword using EP and CV curve tools in Maya.

Foliage cards

Foliage cards

Zbrush - Renders

Zbrush - Renders

Grass and Ivy - Wind Material

Grass and Ivy - Wind Material

Grass Floor - Material

Grass Floor - Material

Mist - Material

Mist - Material

Fireflies - Niagara Effects

Fireflies - Niagara Effects

UV's - Base Colour, Normals, Roughness, Metallic, AO and UV's

UV's - Base Colour, Normals, Roughness, Metallic, AO and UV's

Foliage - Texture Atlas

Foliage - Texture Atlas

Moodboard

Moodboard