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Star Wars: Squadrons - Fostar Haven breakdown

Here is the Art Breakdown of Fostar Haven Station for Star Wars: Squadrons

I was the main environment artist on Fostar Haven station. It's a trading post and hub for criminal activity.
I was responsible for creating the environments. I did most of the modeling, texturing, and composition for the rocks and architecture. Tuan Truong and Phillipe Pelletier were also working with me on this level, they also did some of the modeling and composition with me.
It was a true honour to work on a Star Wars environment like this one, and a pleasure to build it with a very talented team here at Motive Montréal.
This was a big challenge to make because of the huge scale of every asset.
Artistic Directors: Mike Yazijian - Audran Guerard
Level Artists on this Level : Alexis Dumas - Tuan Truong - Phillipe Pelletier
Concept Artists on this Level: Ben Lo - Nicolas Ferrand
Writers : Joanna Berry - Mitch Dyer
https://www.artstation.com/jobs/c/ea-motive-studio

You will find how I make all the assets, textures and material on Fostar Haven space station

You will find how I make all the assets, textures and material on Fostar Haven space station

Here is a a better view of the architecture and monolith rocks

Here is a a better view of the architecture and monolith rocks

the main Monolith is made of 3 modular assets instanced with various scale above a large base simpler sculpt.

the main Monolith is made of 3 modular assets instanced with various scale above a large base simpler sculpt.

the main Monolith is made of 3 modular assets instanced with various scale above a large base simpler sculpt.

the main Monolith is made of 3 modular assets instanced with various scale above a large base simpler sculpt.

Zbrush sculpts of all the monoliths modules

Zbrush sculpts of all the monoliths modules

Zbrush sculpts of all the monoliths and crystals modules

Zbrush sculpts of all the monoliths and crystals modules

This is the large simpler base monolith where we add all the modular small assets overt it. (Sculpt by Tuan Truong)

This is the large simpler base monolith where we add all the modular small assets overt it. (Sculpt by Tuan Truong)

Floating monoliths sculpt from my modular assets (Tuan Truong made this sculpt from my modular sculpts assets)

Floating monoliths sculpt from my modular assets (Tuan Truong made this sculpt from my modular sculpts assets)

Floating monoliths sculpt from my modular assets (Tuan Truong made this sculpt from my modular sculpts assets)

Floating monoliths sculpt from my modular assets (Tuan Truong made this sculpt from my modular sculpts assets)

Floating monoliths sculpt from my modular assets (Tuan Truong made this sculpt from my modular sculpts assets)

Floating monoliths sculpt from my modular assets (Tuan Truong made this sculpt from my modular sculpts assets)

Zbrush monolith sculpts
Final Sculpt and Composition (Tuan Truong)
Base modular sculpts (Alexis Dumas)

Zbrush monolith sculpts
Final Sculpt and Composition (Tuan Truong)
Base modular sculpts (Alexis Dumas)

Another crystal variation of the monolith with a fake translucent shader made for th tunnels

Another crystal variation of the monolith with a fake translucent shader made for th tunnels

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

Monolith Material is made of 3 tiling textures blended together with 3 masks. And we add a detail map for close range.

This is the final result of the Monolith with all the modular assets and blended textures

This is the final result of the Monolith with all the modular assets and blended textures

This is the tunnel with all crystal variations and smaller Monoliths.
(Pipes and final layout by Phillipe Pelletier)

This is the tunnel with all crystal variations and smaller Monoliths.
(Pipes and final layout by Phillipe Pelletier)

Full procedural material made for architecture assets to fake details and windows.

Full procedural material made for architecture assets to fake details and windows.

Metal panelling procedural material used on architecture

Metal panelling procedural material used on architecture

Bare metal used on architecture

Bare metal used on architecture

Breakdown of all the modular assets used to build the station

Breakdown of all the modular assets used to build the station

Breakdown of all the modular assets used to build the station

Breakdown of all the modular assets used to build the station

Breakdown of all the modular assets used to build the station

Breakdown of all the modular assets used to build the station

This is the final result of the Station architecture built with all the modular assets and blended panelling textures

This is the final result of the Station architecture built with all the modular assets and blended panelling textures

Then we bake another Base Color/Roughness on all architecture modules to add color variation, dirt, grim and edge wear

Then we bake another Base Color/Roughness on all architecture modules to add color variation, dirt, grim and edge wear

Initial concept of Fostar Haven Station by Ben Lo

Initial concept of Fostar Haven Station by Ben Lo

Initial concept and references of Fostar Haven Station by Ben Lo

Initial concept and references of Fostar Haven Station by Ben Lo

Fostar Haven sketches by Ben Lo

Fostar Haven sketches by Ben Lo

Architecture concept by Nicolas Ferrand and Ben Lo

Architecture concept by Nicolas Ferrand and Ben Lo

Sketch researches for the architectural shape of the station.
by Ben Lo

Sketch researches for the architectural shape of the station.
by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of assets breakdown and materials by Ben Lo

Concept of Imperial Fleet for the Fostar Haven beginning mission by Ben Lo

Concept of Imperial Fleet for the Fostar Haven beginning mission by Ben Lo

Concept of Fostar Haven binary stars system. The station is stuck between two binary stars.

Concept of Fostar Haven binary stars system. The station is stuck between two binary stars.

Tunnel concept by Nicolas Ferrand

Tunnel concept by Nicolas Ferrand