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Fae's Treehouse
![Lye Guan Yu](https://d3stdg5so273ei.cloudfront.net/LGuanYu/2024-05-14/025286/50x50/Icon-LGuanYu-crop.jpg)
A game environment I made in my spare time for grad show.
Fae's Treehouse
This is a personal project that worked on during my free time for grad show. It showcases a small game scene in Unreal Engine 5.1. Throughout this project, I gained significant insights by delving into tools such as SpeedTree, Substance Designer, and Marmoset Toolbag, while also experimenting with Unreal's post-process volumes and material shaders.In-Game Assets
The majority of the assets were made using Maya, Zbrush and Substance Painter, while certain trees were created using SpeedTree. I also explored the creation of modular props and trimsheets, enhancing efficiency by enabling their use across multiple assets.
Process
I began by creating a blockout in Unreal Engine and progressively refined the scene's aesthetics. Throughout the process, I had fun continuously learning and integrating new things. Notably, the foliage, runtime virtual textures, material shaders and lighting which played a pivotal role in gelling the different elements in the scene together.
Delving Into Substance Designer
Exploring using Substance Designer for creating procedural texture was a new endeavor for me. Transitioning to a new workflow posed its challenges. However thanks to the guidance from online resources and insights shared by my lecturers I was able to familiarize myself with program.
Below are some of the SD graphs of textures I have made for the project.
Stylized Brick Texture
Stylized Grass Texture
Stylized Plank Texture
Stylized Roof Texture
Vertex Painting
Making use of Unreal engine's vertex painting feature I was able to selectively break up repetitions in the trimsheet and introduce more variations through the blending of multiple textures.
Lighting
For lighting, I used three directional lights: one served as the primary source for shadows and direct illumination, another enhanced indirect lighting, and a third to add additional color into the shadows. Furthermore, I made use of a post-process volume to implement bloom and color corrections, to achieve a more stylized visual aesthetic.
Light Function Material
I made use of a light function to simulate cloud shadows, akin to the method for creating the illusion of wind in the grass. This involved dividing the UV of a texture and panning it across the material to achieve the desired effect.
Water Material
In this material, I utilized the depth fade node along with distance fields to transition colors along the edges and depths of the water. The wave effects were achieved by panning a normal map across the material.
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