To add a little bit of movement to the overall environment I made simple blowing wind FX. It's a alpha texture that scrolls and wiggles through simply wind.
To add a little bit of movement to the overall environment I made simple blowing wind FX. It's a alpha texture that scrolls and wiggles through simply wind.
Worldbuilding motifs of the coral area. Edge rock and dark rock blend into the coral in the first areas. Then later the coral has more of a vine spreading feel.
Run through of the level. Still WIP on worldbuilding and lighting. Added small rocks, material tweaks and got through world building on the Fissure area. Blocked in the Coral area but still figuring out how to worldbuild and vertex paint it.
Rocky Cliff
Coral
Top down
Here is a breakdown of how my vertex displacement shader is messed up. This current version is meant to work with more natrual tileable textures. As every layer is worldspace and triplanar projected. I may make a variant in the future where the base layer has local UV space but all others are still worldspace.
Mater material graph.
A little zoom in on one of the channel setups basically all 4 are setup the same way.
Also did another pass on general atmosphere light and colors. I want a nice contrast between cool blue of the water and fog and of the warmer sands and general gameplay areas.
Onto the worldbuilding end of things started on the Fissure area of the map. Which has a little bit of a different feel and different rock placement style than the opening rocky cliffs. The motif of this area is more jutted out spikey cliff rocks around the player areas and off in the water vista areas.
Rocky Cliff
The Fissure
It sometimes narrows in areas and the rocks are placed in a way to give a more aggressive feeling.
First pass worldbuilding the rocky cliffs of the level. The other areas, the fissure and coral maze will incorporate this base this base look but with either added accent props or different styled worldbuilding. In general I also need to fix some light map errors on the rocks, haven't quite figured out whats causing the small black square/triangle light bake errors.
A little run through of the rocky cliff area.
Some various screenshots of the level so far.
Did iterations and tweaks for the ground material set. These are mostly modified from Substances I made a while back, but weren't really tuned for the scene I had in mind. Just a lot of shape, scale, and height map iterations.
Added small twigs and shrubs for accent around rocks and coastal cliffs. With these done the basic ground kit is pretty much done and ready to propagate throughout the level. After the base look is done I'll start adding in the coral elements.
Starting to figure out the visual language for the basic ground vertex painting. Basically paths and gameplay spaces has smoothed sand with some low opacity of rough sand variation painted in. On the edges of dark pocked rock and the scalloped rocks are rough sand that gradate out to smoother flat sand.
Next steps are to propagate this to the whole level. Then get back to more assets and materials. Maybe some twig bushes and sparse foliage. Then tackling some of the coral assets that reveal later into the level.
Creating a coastal type level with crazy dead coral stuff as juxtaposition. Using the Unreal 4 top down camera layout. Made a simple tile kit. Each tile fitting within a 1000x1000 unreal unit square on the grid. This is so I can quickly iterate and snap things together. The map denotes different zones and themes. With some reference and inspiration images for the creation of future assets.
With the simple kit pieces I grayboxed the level.
From this point on I worked on a vertex paint shader that is triplanar worldspace. This was so for most assets I do not need to worry about UVs or seams. This video shows how it paints 4 different materials while projecting triplanar and worldspace.
With the shader template done I can model without worrying about UVs. And it also means I can build a smaller amount of assets while getting lots of reuse out of it. Because depending on the textures used the forms of the models can change based on the height maps.
Tile Kit.
Rock and cliff kit.
Applying the vertex material and starting on figuring out basic worldbuilding.
Exploring how edges will be worldbuilt as well as basic vertex painting usage with these particular textures.