The fir trees are probably the most seen asset in the clouded forest, and I was fortunate enough to be given the responsibility to built them, the base is built using Speedtree to ensure I can iterate on these quickly, but after they are taken trough zbrush to ensure the base is as organic and seamless as possible.
I was responsible for the high and low poly modeling, texturing, and technical setup for the wind and destruction, as well as procedurally scattering them troughout the world.
Whereas I have tried to highlight areas in these screenshots that I had a heavy hand in working on, working on complex games as this is always a team effort, for most of my work, I have received and acted on feedback from multiple departments, and most assets pass through the hands of multiple artists, there are many people to call out, our concept art team delivering amazing concepts, the team over at light storm for their invaluable feedback, the tech art team for answering all my questions, and the biome team I was part of, that being said there are some people I'd like to thank in particular as I worked with them on most of these on a daily basis, bouncing ideas around and/or receiving feedback.
David Österlind, for being a great lead and allowing me many opportunities to grow and work on incredibly cool assets
https://www.artstation.com/davidosterlind
Daniel Stok, for serving as a Google alternative, always available for questions or feedback, and the all-important 3 o clock coffee
https://www.artstation.com/danielstok
Sigge Sandström, being my office neighbor and for sticking around until the very end pushing this thing over the finish line.
https://www.artstation.com/siggesandstrom