![Drowned City](https://d3stdg5so273ei.cloudfront.net/NicholasEaster/2024-06-01/439503/1400xAUTO/Thumbnail-NicholasEaster-crop.png)
Drowned City
A real time sequence taken from my current and ongoing project. I relied primarily on maya to make a lot of the higher fidelity assets, as well as substance painter for the texturing. The scene is constructed and rendered in unreal engine 5.
Summary
For this competition I intended to create a large and full environment but I seem to have underestimated the amount of work required and the deadline came faster than I would have liked. I have included a small shot indicating the general aesthetic, however it is lacking many of the models I have created that unfortunately were unable to make it intime. I plan on finishing the environment which includes creating an actual map which a player could actually run around in and interact with. In addition, I plan on documenting my process on creating the buildings, the blueprints, and the materials when the project is slightly further along.
The project is all done in unreal engine 5, making use of nanite and lumen. The scene itself runs at around 70 fps, although it would be significantly higher without the use of lumen.
Sources
The scene primarily incorporates Ultra Dynamic Sky for the awesome weather effects, as well as an ocean material Pack which I heavily modified to create the ocean. A few megascans from quixel bridge were also taken, which are primarily stone textures for the rocky cliff.
Ultra Dynamic Sky
https://www.unrealengine.com/marketplace/en-US/product/ultra-dynamic-sky
Ocean Material Pack
https://www.unrealengine.com/marketplace/en-US/product/ocean-material-pack
as well as a few megascan textures from quixel bridge (for the stone material).
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