Halo has always held a special place in my gamer heart. After being inspired by Quixel's recreation of Blood Gulch, I was really interested in seeing if I could achieve a modern take on a Halo map in UE4 by myself. I initially was going to recreate Containment from Halo 2, but I decided to start with Blood Gulch for a couple of reasons. 1, being I have the Quixel recreation to learn from and compare how they achieved certain details. 2, being I figured it would be a good map to start learning terrain sculpting in UE4 on.
The terrain, canyon walls, and Halo ring were modeled/sculpted in Maya initially, then brought into UE4 to organize the map layout. I followed orthographic views of the original map to zone in on accurate layout and topology (making minor adjustments where needed). I worked iteratively on sculpting the terrain, canyon walls, building detailed lighting, and building the skybox around and on the halo array). Foliage & rock meshes are from quixel, & shaders made by me.