Marvel Studios What If...? Season 2: Skyworld Crystal Tree Look Development

Procedural textures were created in Substance Designer and projected in Mari using triplanar nodes. Texture seams fixes, additional bark crease extensions, and AOV crystal masks were all hand-painted in Mari.

I built the initial canopy foliage for our modeling team to follow as a guide. Using various geo card shapes to achieve the silhouette Marvel desired.

I built the initial canopy foliage for our modeling team to follow as a guide. Using various geo card shapes to achieve the silhouette Marvel desired.

Texture look development stages that evolved into the final look. An opacity map was used to cut out the edges of the leaves.

Texture look development stages that evolved into the final look. An opacity map was used to cut out the edges of the leaves.

Top canopy look development stages. Various patterns were explored before the final was approved by Marvel.

Top canopy look development stages. Various patterns were explored before the final was approved by Marvel.

Trunk texture was created in Substance Designer and was used in Mari.

Trunk texture was created in Substance Designer and was used in Mari.

Leaves pattern texture created in Substance Designer. Additional AOV masks were created for the LNC team to add more color variations.

Leaves pattern texture created in Substance Designer. Additional AOV masks were created for the LNC team to add more color variations.

Nanomesh in Zbrush was used to generate the moss on the tree to hide unsewn branches intersecting into the trunk.

Nanomesh in Zbrush was used to generate the moss on the tree to hide unsewn branches intersecting into the trunk.

Initial concept design by Marvel Studios

Initial concept design by Marvel Studios