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UE4 - Project: Star Bounty - L03D

Polycount thread progress: https://polycount.com/discussion/207840/wip-ue4-project-star-bounty/p1

I was initially quite hesitant on approaching a level like this and let alone foliage, I've learned to enjoy making foliage cards a lot and have recently learnt about vertex shading in order to control how much of the mesh can get affect by WPO control though It is not implemented on all my current foliage yet.

Level03D for Project: Star Bounty, recorded in realtime through Nvidia shadowplay.

The Ending vista point with Towers. The light emanating from the middle structure is an effect done by Kidman Lee!

The Ending vista point with Towers. The light emanating from the middle structure is an effect done by Kidman Lee!

The ending vista point without towers.

The ending vista point without towers.

One of the primary vista points branching out to the others with the pond in the middle.

One of the primary vista points branching out to the others with the pond in the middle.

Pond area.

Pond area.

Utilized a combination of decals and cards. The top most plane has refraction values to emphasize the relfections while the lower 2 planes in it is a shader by Kidman Lee with alterations made on my end to exaggerate the caustics and glow depth.

Utilized a combination of decals and cards. The top most plane has refraction values to emphasize the relfections while the lower 2 planes in it is a shader by Kidman Lee with alterations made on my end to exaggerate the caustics and glow depth.

Learnt from a tutorial video online, I did what I could to move it away from being too stylized.

Learnt from a tutorial video online, I did what I could to move it away from being too stylized.

Learnt this from a tutorial video as well, first time utilizing RGB splits node in order to generate random colour selections for control over the rocks!

Learnt this from a tutorial video as well, first time utilizing RGB splits node in order to generate random colour selections for control over the rocks!

Main assets

Main assets

Breakdown on final vista point - 01

Breakdown on final vista point - 01

Breakdown on final vista point - 02

Breakdown on final vista point - 02

Breakdown on final vista point - 03

Breakdown on final vista point - 03

Breakdown on final vista point - 04

Breakdown on final vista point - 04

Breakdown on final vista point - 05

Breakdown on final vista point - 05

Duplicating rocks, I simply just twist and turn and scale the assets I have in order to generate different formations!

Duplicating rocks, I simply just twist and turn and scale the assets I have in order to generate different formations!

The trees in the distance are just simple LOD cards since the player does not come up close to them at all.

The trees in the distance are just simple LOD cards since the player does not come up close to them at all.

I input the texture into emissive to give it a slight boost in order to avoid it being too dark under shadows.

I input the texture into emissive to give it a slight boost in order to avoid it being too dark under shadows.

Learnt this from one of the Unreal Training Videos in regards to foliage to help with smooth fade culling on my foliage!

Learnt this from one of the Unreal Training Videos in regards to foliage to help with smooth fade culling on my foliage!

I currently use Dynamic lighting to cut down on bake time and to easily alter the lighting in my scene.

I currently use Dynamic lighting to cut down on bake time and to easily alter the lighting in my scene.

I used Amplify LUT pack to further enhance in my post process.

I used Amplify LUT pack to further enhance in my post process.

Testing LUTs.

Testing LUTs.

Trying to LOD and optimize wherever I can from reducing polycount and setting up Auto LODs on my meshes!

Trying to LOD and optimize wherever I can from reducing polycount and setting up Auto LODs on my meshes!

The material created for the orokin inspired towers in the background!

The material created for the orokin inspired towers in the background!

Nothing too complex, since they are in the background.

Nothing too complex, since they are in the background.

The uv's are tightly packed so I've made tiling my go to for this.

The uv's are tightly packed so I've made tiling my go to for this.

A closer look.

A closer look.