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Game environment in UE4 : Emerald Grotto

Updated: Apr 7, 2021

Final Sequence

After having some of the experiences with post-process render engines like Arnold, Katana, I'm really excited to be able to extend my learning path to a real-time render engine - Unreal Engine 4. Right now, I'm going to walk through my processes to demonstrate how did I make my work done.



 


Inspiration


[ Mood board ]

I used some of the references and remixed them by using Photoshop to create a main environment, after that I painted over the lighting and props I might need into the scene.


[ References ]

Most of my references are from Pinterest, that is a very useful platform to get inspiration.




Props Design


[ The Sword in the Stone ]

Adding a lot of patterns as decoration at the sword is because to be able to match the temple and also wants to express the importance.



[ Sword Altar ]

Cold-tone colors are already been decided to use as the main concept color, moss is included is because of the cave's humid atmosphere.



[ Cave Rock Wall ]

Rocks components are making by Houdini, then build the wall as module pieces. Also, using decal material to create moss texture.



[ Stone Temple ]

Combine props and other components as module pieces into a hero asset. A bit of lighting and emissive are included.



[ Glowing Grass ]

Small light sources in the cave could make a scene looks variable.



Background / Terrain


I used "Landscape" tools in Unreal to create a simple cave topography. It was actually a pretty handy function to help developer making a terrain very quickly.




Lighting and Post process


The key lights are from the top, after set up a ExponentialHeightFog, I started to put some spot lights with high value of volumetric scattering.


Placed decoration lights around the temple to make the glowing plants look more vibrant.



I also put more lights to lit the crystals and the sword altar to able to help emissive effects to the environment more.



Final Presentation

 
 

Thanks for reading!



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