Unreal Engine Forest Part 3

Here is an update on my third milestone for the forest project. The goal of this milestone was to inject some more atmosphere and work on the core lighting. Some of the textures are incomplete, for instance, the landscape materials, the walls, the water, and rocks. A link to the work in progress versions: part one and part two.



Unreal 4 Project

I’m working on an independent project on procedural shaders using primarily the Unreal Engine and Substance Designer. My goal is to focus on a natural but slightly surreal small environment.



Thumbnails for the key areas of interest.

Here are some work in progress screenshots of the environment currently. I’m still working on the other environment effects and placing more models. The trees were created with Speedtree and the textures are placeholder. The grass I created in Maya, using this method, and I plan to add more variation.



The grass shot. This was created before I was finished greyboxing the area and no fog effects are added.




Post process fog effects added. First pass at god rays from the first two thumbnails.





Another camera angle.



A pathway to another area of the map.



A rough block in of the waterfall area.

I’ll update in a week or so with more progress shots.

Some photo reference I took for this project:




This is my project for a lighting and rendering class, using Maya and Mental Ray.


The Process


The first part of the assignment was 10 different compositions. There ended up being an underlying theme in all of my thumbnails about travel and mystery.


First pass at thumbnails, using key descriptive words.

Thumbnails – Pass 2


Second pass at thumbnails, focusing more on value and mood.

Color Comps


Color compositions.

3D Progress

I used paint FX for the trees and foliage, and a color ramp for the fog. The textures were done in substance painter. The wood and cement texture is from cgtextures.com.

Finished Image



Finished render