Unreal Engine Doodles #1

Hey! I’ve been diverging a lot lately about personal projects, tackling many stuff at once. For instance, those last few experiments with Sand Dunes that I posted previously remains unfinished but it’s not forgotten haha. It’s part of a bigger scheme, hopefully. It will make sense later on. Anyway, I was just super excited about my lastest accomplishement with Unreal Engine, one that still wasn’t even working an hour ago. It took me around 40 hours to figure that one out but I’m stoked on the result.

It calculates a wallride trajectory on the fly and offsets it (the offset part was extremely complicated for me, damn!!!)

Dunefield Landscape #2

Hello. Took the day off and wanted to make some progress on those dunes again. I started by taking a step back and thinking again about what I wanted to achieve here and it’s somewhere between those two references.

Then spent most of the afternoon on Substance Designer. I managed to make some improvements that I’m happy with like that “Y branching” of the main dune shape and more convincing secondary waves. I’m quite happy with you it feels in Unreal Engine so I might move on for now and switch to the next step.

I didn’t want to rely on tiling textures purely for those secondary shapes and I’m glad they read well enough with just the landscape mesh. So next step might be trying to texture that sand dune in Unreal Engine?


Dunefield Landscape #1


It’s been a while! I’ve mostly spent my free time here and there on a large-sized terrain project in UE4 that grew on me lately (having bought and played a lot with World Machine!!) I’m heavily inspired by the Wadi Rum landscape but I also want to have massives and tall sand dunes which Wadi Rum doesn’t necessarely feature. So that’s what I’m focusing on for now, nothing serious, doodling and fooling around.

I’ve stumbled upon two references that struck me lately, the first one being those new dunefield they found on Mars which are totally unique and only due to Mars’ own atmosphere. The thing here to notice is that contrary to earth where we only have two patterns in dunefields (one large scaled-pattern for the dunes themselves and one small, centimeter-scaled pattern for the sand), we have one Mars a third meter-scaled pattern that leads to a very interesting and appealing look that I’d like to get. I wouldn’t mind having to rely on a fantasy vibe to excuse the dunefields not looking earth-like hehe so, we’ll see.

Mars’ unique triple-scaled dunefield

Anyway, the second one is a standard close-up sand texture but having that Mars picture in mind I thought it would be great if that pattern was actually a medium to large scale pattern. But there’s a lot going on here to lead to those shapes. Those secondary and tertiary sand waves that are born from the main wave are very appealing but are very hard to recreate.

Super interesting close up sand texture that I would like to interpret in a much bigger scale

I tried a lot in World Machine but gave up for now. I switched to working on Substance Designer to create 16bits heightmaps that I could later import into World Machine and integrate in the rest of the terrain… Experiments… experiments…

Here is a try at a 2 kilometers squared dunefield in Substance Designer and imported in Unreal Engine. I like some of those shapes and the scale of it while walking around with the player feels okay but I’ve not yet able to recreate those secondary and tertiary waves branching from the main one.

A try at a simple 2 kilometers dunefield in Substance Designer.
Checking the scale in UE4

And here is a try at a close up sand texture. I will probably tweak it to make it match with the final dune/sand pattern that I will be able to achieve. Looks pretty random for now.

First try at a close-up sand texture


One more image. Here I’m focusing on a single Wave. I’m trying to get a bit the feel of that Mars reference. I like how I managed to get smaller and waves in one single side and fading in long strips the other side. But those waves doesn’t read like they are born from the main dune and so it looks a bit random.

Focusing on a single dune


Golden Tower – Hand painted 3-days exercice

Hey blog!

Here is a little exercice I made for fun. I didn’t want to start a big project yet so I thought a quick fantasy prop would feel great. This one is enterly hand-painted. Tricount is 2500 tris. I used a 1K map for the tower, one 512 map fortrees&rocks and a 512 map for the ground.

It gives +10% texturing speed bonus plus a-5% tricount bonus when you invoke it 😀 Sketchfab viewer to follow soon, hopefully!

Fantasy Power Shrine WIP #11

It’s been a while since I last showed any progress on my Shrine. I think I’m done with the sculpt. The hole in the center was a bit rushed so there is that but otherwise I like what I have. So I did a retopo which took a long time and baking (which needs to be improved greatly) and imported everything into Unreal Engine 4. I also toyed a lot with Cascade (so powerful!) to have a more precise idea of what the final colors and composition will be before going into texturing.

edit : actually here is another shot with added curvatures/edges/cavity maps an rough ground color test. Still needs to tweaks those and add a top/down gradient map and other stuff (PLUS actual painting of course). I also baked point lights maps in Blender from hi poly but somehow although the light was in the center of the hole, one side is more lit than the other. Needs to be investigated! By the way tricount is ~13K. I’ll post wireframes next time.

Unreal Engine 4 – Sculpting Rocks #4

Me again! Moar rawks!!

Tonight I’ve experimented a bit with materials in Unreal Engine 4. Man, I just love this engine! 🙂

Anyway, I wanted to see if I could add some detail texturing that are projected in world space and only appears on the side of the rocks.

So I sculpted a basic striae typed rock and used that sculpt to create tiling albedo/roughness, ao and normal maps. I then proceeded to a create a bi-planar world texture projection in unreal engine 4 and then blended the results with the base maps of the rock material. The result looks quite good to me, I just need to break the pattern a bit here and there with some procedural noise mask and it’ll be good to go 🙂

Rocks - Unreal Engine 4 World-position bi-planar striae detail texture projection
Rocks – Unreal Engine 4 World-position bi-planar striae detail texture projection
Rocks - Word-position bi-planar projection material
Rocks – Word-position bi-planar projection material

Unreal Engine 4 – Sculpting Rocks #3


I’m continuing my experimentations with rocks. I added one medium/small rock variation and also made 2 rubble/ground transition sculpt (mainly based on the other rocks) and played with materials in Unreal Engine to add a detail normal map/albedo. The roughness might be a bit too low, it’s a bit too shiny I guess.

I also learned to make layered materials and added a snowy/mossy variant just for fun. I’m quite happy with the result so far.

Rocks - UE 4 render
Rocks – UE 4 render
Rocks - UE 4 layered materials renders
Rocks – UE 4 layered materials renders

Zbrush – Sculpting Rocks #1

Hey guys !

This week I’ve been experimenting with rocks sculpting in Zbrush. It’s proving to be really difficult but I learned a lot and I think I’m slowly getting the grasp of it.

I will continue this the following weeks, hopefully making a nice and big PBR low-poly rock set to upload to the Unity Asset and Unreal Asset stores!:)

Here is a look at a first serious try after several experimentations. It features one large (6K triangles), one medium (3K) and one small (1.5K) meshes that have been duplicated. It’s rendered in UE4 using only the normal map and AO so it’s not really detailed yet 🙂

Zbrush Rocks
Low-Poly Rocks – Normals & AO only in UE4